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casino pride vs casino pride 2

casino pride vs casino pride 2 - win

r/WallStreetBets vs Hedge Funds megathread for Thursday Jan 27. Discuss this dramatic happening here

Since this is a dramawave of an event, we will be making daily megathreads for as long as needed. If you'd like to add something, drop a reply here.
We also apologize for the typo in the title. This thread is for Thursday, Jan 28th.

WSB USERS: PLS DON'T SPAM!

This is a subreddit for the general reddit audience to discuss drama, so please don't clog up the thread. If you want to participate, make sure to follow our rules to avoid having your comments removed.
Background
WallStreetBets is a subreddit that treats "retail investing" (ie, amateur investing and amateur stock trades) like a casino. It's been featured here a few times in the past. (Examples: 1, 2, 3)
WSB users will sometimes pick a stock for silly or shitposty reasons to place their bets on. Gamestop stock (ticker name: GME) has been one of them. (We would appreciate some links to older examples WSB hyping GME stock if anyone has them). EDIT: Christopher-Nolan has provided us this example from a month ago
Our layman's explanation of a short squeeze is if someone "shorts" a stock, they have essentially made a bet its value will drop. But if their bet goes wrong, they will be forced to buy the stock they shorted at painfully high prices. Newspaper's explanation here.
Another simple way of summarizing it is that some hedge funds got into a pissing contest with an internet forum, except millions of dollars are on the line, and the hedge funds shorting GME were in a very vulnerable position, and their competitors in this match pride themselves on alleged mental deficiency. As the short squeeze doomsday scenario for these hedge funds has seemed more likely, the drama and excitement have overwhelmed social media, and a few WSB users are in a position to become millionaires.
Another reason this is making the national news is that it's unprecedented. Although short squeezes have happened, it's never been seemingly spurred by retail investors on social media. Now that the drama has hit the main stream it's starting lots of arguments around the internet about the stock market in general and what it really means to "manipulate" it, and what the role of the SEC and other regulators should be.
WSB was featured on SRD this week first for drama about a mod-sponsored twitter account, and then for making international news for the upcoming GME short squeeze.
Wednesday night update
WallStreetBets went private briefly on Jan 27, and is now back open. The closure seems to have been triggered by Discord's ban of the WSB server.
Meanwhile on twitter, the mod-sponsored account is back online and trying to call out WSB mod impersonators
Thursday 11 am update courtesy of No_Fuel_ and Existential_Owl
On the morning of Thurs, Jan 28, the retail trading platform Robinhood no longer allowed its users to purchase GME and other stocks popular on WSB, causing a huge uproar against Robinhood on wallstreetbets (examples 1, 2, 3) and twitter (examples 1, 2, 3, 4)
1 pm EST
A class action lawsuit against Robinhood has been filed
2 pm EST
WSB begins posting about Robinhood selling users' shares without their consent. According to the commenters, if you buy stock with borrowed money ("on margin"), your brokerage can force you to sell when the share price drops.
DeepFuckingValue, a redditor who bought 50,000 shares for cheap last year, is still holding. If he'd sold a portion of his shares yesterday he could have been a multi millionaire. WSB users congratulate him for "holding the line" under the hopes that if they all wait to sell, they will make the short squeeze even more expensive for the shorters.
11 pm EST
Posts relating to the short squeeze currently crowd the front page of reddit. Reuters is estimating the short sellers have taken over 70 billion in losses so far. AOC hosted a twitch stream in which former reddit CEO Alexis Ohanian appeared as a guest
submitted by DramaMod to SubredditDrama [link] [comments]

Album of the Year #24: Run The Jewels - RTJ4

Artist: Run The Jewels
Album: RTJ4
Date Released: June 3rd, 2020
Listen
YouTube
Spotify
Tidal
Apple Music
Artist Background
The duo consisting of Atlanta rapper Killer Mike, and legendary underground produceMC El-P, known together as Run The Jewels, originally came together as a result of Adult Swim executive Jason DeMarco who introduced the two in 2011. After his 2011 album PL3DGE peaked at #115 on the US charts, Killer Mike told Jason that he wanted to make his own AmeriKKKa’s Most Wanted. Jason informed Mike, “If you want AmeriKKKa’s Most Wanted modernized, the only producer I know who comes close to the Bomb Squad-level of production is El-P”. The duo’s chemistry was immediate, as El-P went on to produce all of Killer Mike’s 2012 last solo album R.A.P. Music, and Mike featured on El-P’s final solo album Cancer 4 Cure. Mike and El’s respective albums released within a week of each other in May 2012, and the two embarked on a twenty-city US tour in the following months. After returning from tour, the pair had found a friendship growing between themselves, and made the decision to put other projects on hold and focus on the chemistry that had been sparked. Recording at an upstate NY studio beginning in April 2013, the duo re-appropriated the phrase “Run The Jewels” from the LL Cool J track “Cheesy Rat Blues", and released their self-titled collaborative album, for free via digital download, only a mere 2 months later in June 2013.
36” Chain vs. Pistol & Fist
Run The Jewels discography currently exists in a distinct pairing. With Run The Jewels as their debut, this record set the group's tone as a light-hearted, braggadocious duo with as much confidence in their abilities as swag in their punchlines. Just over a year later, the sequel Run The Jewels 2 took the foundation set from their freshman effort and dialed the insanity up to 11. RTJ2 pushed the boundaries of their aggression and flows to new heights; with incredible energy in their verses, and absolutely impeccable beats, blending El-P’s signature industrial sound with sharp synth arpeggios, chopped Zach De La Rocha vocals, and absolutely bonkers Travis Barker drums.
It was then nearly 3 years before Jamie and Mike followed up their breakout RTJ2, with Run The Jewels 3 being released again ahead of its scheduled release date via free digital download, this time on Christmas Eve 2016. Instead of these two attempting to outdo the pure insanity and in-your-face attitude found in their predecessor, Mike and El decide to evolve themselves as a group. The duo had noticeably pulled back on the swag and dick jokes which made such a splash on RTJ2, instead choosing a more subdued, electronic approach to their beats, as well as a clearly stronger political approach in their lyrics. This change in sound and style is demonstrated in the album cover’s artwork. The first two records featured the distinctive RTJ “Pistol and Fist”, with the fist tightly gripping a chain. The chain, in my opinion, represents the swag and braggadocio that drove the aggressive nature of their first two albums. In RTJ3 the chain is removed, leaving only hands that have transformed from bleeding and bandaged, to a pristine gold.
This brings us to early 2020. It’s been nearly 4 years of living in a post-Trump America, and El-P announces that Run The Jewels fourth record has been completed. Mike and El live-stream the first single “yankee and the brave” on Instagram on March 22nd, 2020. Lyrically and sonically, RTJ4 exists as the successor to Run The Jewels 3, with Mike and El again taking the good from their previous effort and launching it into the creative stratosphere. El-P’s beats are again leaning towards the synthetic, electronic side, this time with the intensity dialed all the way up to 11. From a lyrical perspective, RTJ takes the politically-charged lyrics from their predecessor, and again, up the ante, laying down some of the hardest hitting and politically poignant bars either of these two have ever spit.
Album Review
2020 was a year that none of us will soon forget. An unprecedented global health crisis kept the majority of us inside for months at a time. RTJ4 was announced on May 12th, 2020, with a release date slated for June 5th, 2020. However, with 2020 as the gift that won’t stop giving, the end of May was highlighted by the unjust killing of George Floyd. The phrase heard around the world, “I can’t breathe” instantly became a rally-cry for the oppressed to finally take to the streets to demand systemic police reform, as Floyd’s death was not the first time this phrase was uttered in an unjust police killing. In fact, a 2020 study by the New York Times showed that at least 70 people have died in police custody after using the same phrase over the past decade. As millions of American’s began organizing protests and demonstrations in the wake of Floyd’s death, Run The Jewels made the decision to release their latest chapter two days ahead of the scheduled release. El-P tweeted, just minutes ahead of the drop, “Fuck it, why wait. The world is infested with bullshit, so here’s something raw to listen to while you deal with it all. We hope it brings you some joy. Stay safe and hopeful out there and thank you for giving 2 friends the chance to be heard and do what they love”. In line with all past Run The Jewels releases, the album was made available for free digital download, two days ahead of its scheduled release date, on June 3rd, 2020.
THE RETURN (we don’t mean no harm but we truly mean all the disrespect)
RTJ4 opens with the first single, “yankee and the brave (ep. 4)”. Using the team names from their respective hometown baseball teams, Mike and El use the opening track to prove that they’re not just a hip-hop duo, they’re brothers, for better or worse. El-P kicks this installment off with rapid-fire, machine-gun esque snares, matching Killer Mike’s aggressive flow and tightly packed rhymes, before El jumps in to trade some dense rhymes as well. Mike and El depict themselves as outlaws, with Mike surrounded by cops with only one bullet remaining. He contemplates suicide instead of allowing the police to take him alive, until El-P jumps back in, offering Mike a way out, with a getaway car waiting outside. This tense situation is depicted lightheartedly in this song’s music video, which was released via Adult Swim and features the duo animated.
The trade-off between Mike and El’s short verses are reminiscent of late-80’s EPMD flows, while the production sounds like boom-bap that’s been sent to us from the future. This distinctive blend of old-school rap roots and forward thinking production is what continues to separate Run The Jewels from absolutely all of their contemporaries. While so many artists are continually playing catch-up with the latest trends, RTJ are side-stepping the trendy and moving forward with the mind-bending.
FLEXIN’ (ayo one for mayhem, two for mischief)
The second single “ooh la la” samples a Gang Star track "DWYCK (feat. Nice & Smooth)" as the basis for the chorus. I say “samples” as that’s how it is credited in the album’s liner notes, however it’s truly an interpolation of Greg Nice’s bar, slowed down slightly, and sung by El-P and Greg Nice himself. El-P is a true old-head at heart, and it’s abundantly obvious in his work, even going as far as to recruit legendary producer DJ Premiere to handle the scratching on the back end of this banger.
Out of key piano chords are looped to quickly create an unsettling aura surrounding the track, before El-P’s voice cuts through the infectious piano like a whip. Pounding, up-tempo drums are introduced after the chorus’ first iteration, creating what is possibly El-P’s first danceable beat. Lyrically, Mike and El-P initially seem scattered on this track, however the music video quickly makes their point very obvious.
”we imagined the world on the day that the age old struggle of class was finally over. a day that humanity, empathy and community were victorious over the forces that would separate us based on arbitrary systems created by man.
this video is a fantasy of waking up on a day that there is no monetary system, no dividing line, no false construct to tell our fellow man that they are less or more than anyone else. not that people are without but that the whole meaning of money has vanished. that we have somehow solved our self created caste system and can now start fresh with love, hope and celebration. its a dream of humanity’s V-DAY… and the party we know would pop off.”
The video envisions a society celebrating the fact that the class system we currently exist within has finally imploded. Money is worthless, and we have rejected the desire to bind ourselves to the constraints of capitalism. All creeds and colors unite to burn the system that has so effectively controlled us for over a century. It’s a party, and if there was a song to celebrate the end of the world as it is currently known, “ooh la la” is that song.
Mike’s last verse features a few metaphors and comparisons celebrating the destruction of capitalism, saving the most poignant for last:
I used to love Bruce, but livin' my vida loca
Helped me understand I'm probably more of a Joker
When we usher in chaos, just know that we did it smiling
Cannibals on this island, inmates run the asylum
Premo’s expertly cut scratches lead us into the equally hard hitting sample flip of “Misdemeanor”, by Foster Stevens as the basis for the beat to “out of sight”. Lending yet another nod to the old-school greats that laid the foundation for RTJ, “out of sight” samples the same track as The D.O.C.’s “It’s Funky Enough”, only adding a bouncy, electronic synth atop the inverted chord hits, and uptempo, industrial drums, to create an absolutely infectious groove for Mike and El’s dynamic chemistry to shine, rapidly jumping between each other’s two line flows in the first verse.
“out of sight” shows each MC providing insight into how each of them earned a living and achieved their current status. Mike and El’s opening verse each details themselves robbing people in order to eat. El alludes to the fact that he crossed his accomplices in crime for the whole bag, while Mike details the fact his assailant tells him it’s an “honor” to be robbed by his mother’s only son.
While El-P’s production is the obvious stand out on first listen, Killer Mike comes through with one of the most sonically pleasing and technically proficient verses of 2020.
We the motivating, devastating, captivating
Ghost and Rae relating product of the fuckin' '80s
Coke dealin' babies, never regulating, bag accumulating
It would not be overstating to say they are underrating
The pride of Brooklyn and the Grady, baby
We don't need no compliments or confidence
Our attitude and latitude is "fuck you, pay me"
The dense, intricate rhyme schemes smack you in the face, almost distracting you from Mike’s delivery and blistering flow on the verse; flexing his legendary status while paying homage to his drug-dealing past. This absolutely stunning display of technical skill, story telling, and complex rhyming illustrates how RTJ seamlessly integrates the best of both old school and new school hip-hop.
“out of sight” also features a guest verse from 2 Chainz, and he continues to lay the braggadocio on thick. Considering Tity Boi’s dedication to trap stylings, his verse feels right at home on the flex track, despite it’s late 80’s tribute sample, a considerable departure from his usual sound palette.
Up until this point, I haven’t mentioned any of the El-P’s lyrics specifically. El-P is a great rapper, but Killer Mike… Well, Killer Mike is an incredible rapper. He’s the guy who draws you in. El-P is the one who lays the foundation for greatness and Mike is the show stopper, and that’s generally the case for most RTJ tracks. But on “holy calamafuck”, El-P seems determined to make people stop and ask, “Who the fuck is this?!”.
A sharp, yet nearly minimalistic drum kit backing a heavily distorted synthesizer melody lays beneath rhymically knocking cow-bells. This aggressively set stage allows Mike and El to flex as the dynamic duo they are, until the beat suddenly takes a turn for the chaotic. A gnarled, ultra-menacing synth overtakes everything while Mike screams into the abyss, until a distorted snare, enormous 808s, and skeletal hi-hats cut through and launch the beat switch into another dimension. The minimal, yet incredibly dark soundscape allows El-P to snap in a way I have never heard from him previously. His rhymes schemes are reminiscent of an old MF DOOM lyric notebook, while his topics flawlessly combine flexing, psychedelic use, and his well-cemented legacy in the hip-hop community. Cutting and pasting a few of his bars into this review could not convey a fraction of how stunning El-P’s performance on “holy calamafuck” is.
Slightly later in the track list, making liberal use of the Ether song “Gang of Four”, “the ground below” samples and loops the sharp guitar riff and adds aggressive, pounding drums as the basis for the beat; this is finally reminiscent of the forward-thinking, stridulous production El-P has built his reputation on. Capitalising on the classic RTJ moment, Mike and El both flex in their own unique ways. Mike compares himself to Godzilla taking on Tokyo, and El-P demands respect for his name as the legend he is, threatening to smack dying children for mispronouncing his name with his middle finger to the world; his complete disregard for human life and confidence in his abilities are summed up at the end of his verse.
You see a future where Run the Jewels ain’t the shit
Cancel my Hitler-killing trip
Turn the time machine back around a century
SO¢IAL JU$T-ICE (until my voice go from a shriek to whisper...)
While the first few tracks aren’t without their social and political themes, the back-end of RTJ4 is where Mike and El start to bust out the heavy topics. “goonies vs. E.T.”. starts off light, with El-P pointing to the irony of how once he finally started to make it “big” in the industry, the world began to descend into chaos due to climate changes, increasingly obvious social injustice, and political madness. He culminates his frustration with our disregard for the Earth with a fantastic quotable.
Fuck y’all got, another planet on stash?
Far from the fact of the flames and our trash
That is not snow, it is ash, and you gotta know
The past got a wrath, it’s a lover gone mad
Mike’s verse takes the light-hearted frustration expressed by El-P, and turns the aggression to the next level. Aiming his sights against the ruling class and their society that’s been designed to oppress people for profit, who have very meticulously painted themselves as celebrities and idols to the American public. Mike accepts that he will be villainized by these people for speaking against them, but he welcomes the nefarious role, knowing that the working class will eventually eat the rich, no matter how much they are stomped into the dirt.
And this is just the warmup.
If it’s possible for a song to represent a moment in time that captures the absolute shit storm that has been 2020, “walking in the snow” is that song. It’s release coincided perfectly with the protests for George Floyd which were sweeping the nation. Killer Mike’s verse directly references the phrase “I can’t breathe”, the last words of Eric Garner, which also happened to be the last words of Floyd as well. The fact that this verse was reportedly written in November 2019 perpetually underscores the importance of the content and perfectly represents how persistent this problem is. “walking in the snow” is a true encapsulation of both a defining moment in time and an ever-persisting issue.
But he doesn’t just stop at the racial injustice. Mike goes on an absolute rant about the American education system; how it’s not designed to teach people, but to discriminate against poor populations, limiting their legitimate opportunities, and therefore disproportionately leading them into a criminal lifestyle. He calls out the media as fear-mongers, and the apathy of the American public in the face of indecency. Fortunately for Mike, by the time we finally had the chance to hear this masterpiece, we were already on our feet, using this album as a war cry to mobilize against a tyrannical government that militarized against its own citizens simply for asking that we recognize systemic racism and demanding change. Killer Mike has the best verse of the year, no doubt in my mind.
The only drawback is that Mike’s verse is so fucking good that it completely overshadows El-P’s, which is also amazing. A menacing guitar riff and haunting synths kick the track off into a bouncy groove, where El-P unleashes a flurry of internal rhymes that does not relent for about half his verse. Even adding layers of social commentary within the densely packed bars, El refuses to quit and continues on his political tirade; criticizing ICE’s detainment center practices and the “pseudo-Christians” who support them, with a bar that now lives in my head:
Pseudo-Christians, y’all indifferent, kids in prison ain’t a sin? Shit
if even one scrap of what Jesus taught connected you’d feel different
what a disingenuous way to piss away existence, I don’t get it
I’d say you lost your goddamn minds if y’all possessed one to begin with
The combination of two of the best verses spit by any rapper(s) this year and production help from El-P and long time RTJ collaborator Little Shalimar, create a bouncy, aggressive, deeply truthful banger. “walking in the snow” not only encapsulates the crux of 2020 with lyrics that will become more powerful as they age, but will also forever be associated with the Black Lives Matter movement and the determination to expose continuing racial and societal injustices.
The sonic palette of RTJ4 holds an extremely unique place in El-P’s discography. Jamie is the definition of a self-made 90’s hip-hop legend. This is the dude who put New York underground hip-hop on the map with Company Flow, and he did it with his unique flavor of dark, noisy, dense, boom-bap. Whether he was doing it with the help of Rawkus, or completely independently during his Definitive Jux run, El-P has never made music with the intention of becoming famous. Funcrusher Plus, Fantastic Damage,I’ll Sleep When You’re Dead, and Cancer 4 Cure are all highly revered as industrial, technical, abrasive, and completely unsuitable for the radio or a party. The fact that three songs on RTJ4 could easily be heard on the radio, at a party, or in a TV series credits scene is frankly, astounding. In a 2002 interview/documentary on El-P’s budding record label Def Jux, he stated that his friend bet him $500 that he could not make a beat that was “happy”. At the time of the interview, El-P said that he had not won that bet yet. While I might not qualify the beats on RTJ4 as “happy”, if you showed El-P the beat for “JU$T” in 2002, I believe he might have won that bet.
Pharell opens “JU$T” with the pre-chorus, spitting varied examples of how we’re all slaves to our current system throughout the track, over echoing snares and bouncy 808s before bright synth chords and up-tempo hi-hats burst in while Killer Mike delivers the chorus, pointing to the fact that the majority of the people featured on American currency owned slaves at one point in their lives. Mike’s verse touches on the fact that he has committed crimes to get where they are today. Mike is publicly open about his past as a drug dealer. So why is he a criminal, but Benjamin Franklin isn’t? These are the people who built our country, and they built it on the backs of slaves. He illustrates this theme with a more recent examples:
You believe corporations runnin marijuana? Ooh (how that happen?)
and your country gettin ran by a casino owner (ooh)
pedophiles sponsor all these fuckin’ racist bastards (they do)
When corporations are able to sell cannabis legally, but the government continually incarcerates people who trap, our president is a notoriously fraudulent businessman, and the people who helped put him in power run a pedophile ring, yet none of them face consequences and are allowed to continue to profit and remain in power while people suffer; well, we might be closer to slaves than previously imagined.
Rage Against The Machine frontman Zach de la Rocha also makes his mandatory feature appearance at the end of “JU$T”. As the only artist to feature on three Run The Jewels albums, Zach is essentially an unofficial member of the group at this point. His fiery verse is spit with the same “Rage” energy that set him apart in the mid-90’s, ending the track questioning his place in a capitalist society as a recipe for his inevitable demise, since his “breath”, or art, as his weapon to express himself is still being exploited for other’s profit.
Continuing with RTJ4’s heavily synthetic sonic palette, “never look back” features wavering synth leads resting above the slow-jams snappy snares and thumping bass, while a haunting voice echoes in the background. This unsettling aura provides additional gravity for Jamie and Mike to continue self-reflecting on defining moments in their childhood, and as well as how far they’ve come from those moments. Mike and El are both self-made men, and while they have a certain fondness for those gritty moments that defined them, moving forward in life is undoubtedly more important.
Skeletal drums reminiscent of a slowly pounding heart opens “pulling the pin”, before rhythmic hi-hats and textured, watery synths fluttering in the upper register resting above a bouncy synth lead, and punchy 808s, burst in. The track digs itself into a slower, marching groove and shows the duo figuratively doing exactly what the title implies. Painting a portrait of a society that has turned on itself, Mike and El are ready to pull the pin and start over.
The duo both detail their despise for the ruling class, pointing out multiple examples of how the elite have designed our society to keep poor people in their class. Simultaneously recognizing their own hypocrisy for profiting in a system that inherently discriminates; Mike reflects on his own success, knowing that living the lifestyle he enjoys is one built on oppression, and expresses the guilt that has caused him. El-P opens with a brutal metaphor for police, implying that they’re the root cause of the “wretched state of danger” our society exists within, and that the only effective corrective action is to numb yourself with drugs. Despite his advice, Jamie knows this is not a permanent solution, but one that causes more self-inflicted wounds.
The final piece of the puzzle that is RTJ4, “a few words for the firing squad” begins to close the album with ever crescending strings, and loud, thunderous drums which never seem to resolve, continuing throughout their verses. While the drums that lead to nowhere can be sonically unpleasant, the unresolved melodies are intentionally representative of their current mindsets. Their verses are reflective and grim, but simultaneously optimistic and envisions a world where tragedy is a less common occurrence.
El is grateful for what he has now but recognizes his entire life has been skewed by traumas, so out of place feels normal for him. He reflects on his current success, noting that the worst people tend to end up with the most, which makes becoming “rich” something not as desirable as it once was.
Mike opens up about the death of his mother who died while he was on an airplane, admitting his struggles to not cope with his trauma with opioids. However, his wife provides him the most important reason to stay clean “but my queen/say she need a king/not another junkie rapper fiend” while a heartbreaking saxophone solo highlights the gravity of his lyrics.
The track ends with what sounds the like wrap-up voiceover to a TV show, a conceptually satisfying ending, as the opening track “yankee and brave (ep.4)” began with El-P stating:
”This week, on Yankee and The Brave”
This voiceover paints the duo as brothers on the run from the law and crooked cops, and while this does close this “episode” out as intended, the critic in me is bothered by the slightly kitschy outro to such a spectacular album. The voices singing over and over, “Brave, brave, braaaaaave, Yankee and the Brave” would be, simply put, better left on the cutting room floor. The ending of this track alone is what knocks my score of this album down a few points. Despite its stellar lyrical content, with drums that never seem to reach that “holy shit!” moment, and the easily skippable outro, it’s upsetting to me that an album this great ends on such a low note.
Overview
RTJ4 is by far my favorite album of the year. El-P’s cutting edge approach to their sound, blended with lyrical content that continues to be more relevant by the day, the duo have come together with what is objectively their most accessible album to date. RTJ4 is the natural evolution of sound and subject matter for the duo; taking the foundation set by Run The Jewels 3 and evolving it into a more concise, more accessible, and more conceptual album. While I still personally prefer the “fuck the world” intensity and experimental nature of Run The Jewels 2, RTJ4 opens themselves up to a whole new world of exposure, and when you’re as talented as these two, you know they’re going to capitalize on it. RTJ is currently at their apex, and they’ve created an album that will make many new life-long fans going forward.
9.2/10
Discussion Points
  • How does this compare to other RTJ releases? How about in comparison to the member’s solo works?
  • Does the overwhelmingly positive critical reception of this album surprise you?
  • How will this be looked back on in 5 years?
  • What are your favorite lyrics?
submitted by jordanbeff to hiphopheads [link] [comments]

[Let's Build] Attractions in a demon pleasure palace that aren't sexual

My players are going to be visiting the palace of a demon lord of pleasure who's more CN than CE. I want to show that despite his title, he represents all forms of pleasure and good feelings, not just sex. Also space in his realm doesn't work the same way as it does in the mortal plane. He essentially has an infinite amount of space to work with and can customize it as he pleases, so there are no size constraints.
  1. A casino to feel the thrill of gambling.
  2. A dining hall with an endless buffet that visitors are allowed to eat as much as they wish.
  3. An idyllic beach with perfectly white sand to relax or play on.
  4. An arena where gladiators brawl it out against each other. The point of it isn't to kill each other as much as make the battles look stunning to the audience.
  5. A hotel with the most comfortable beds possible. Here anyone with enough money can enjoy a good rest after all the excitement.
  6. A beautiful and well tended garden filled with aromatic flowers and sweet fruits.
  7. A vineyard where exquisitely-aged wine can be produced just by pressing the grapes. (u/_SovietMudkip_)
  8. A petting zoo full of the babies of dangerous creatures. (u/_SovietMudkip_)
  9. An opulent concert hall where the best musicians of the realms perform (u/_SovietMudkip_)
  10. A small, cozy looking wooden library, with a cushioned bay window where rain gently scatters against the glass and a cup of some hot liquid gently rising with steam. (u/QuietOracle)
  11. An owl-bear hugging zoo. Go to sleep in the embrace of their soft down. (u/QuietOracle)
  12. The room of sensory experiences. The room itself is fairly plain, with the main feature being long tables running the length of the room. On closer inspection there are fist-sized carved holes, each one holding a small round crystal... (u/QuietOracle)
  13. A room with dozens of sacks filled with beans, lentils and grains where visitors can put their hands in and let the contents run through their fingers. (u/_WhiteCubeCat_)
  14. A hag (or any other long nailed creature) giving visitors a scalp massage. (u/_WhiteCubeCat_)
  15. A museum of little-known or long-forgotten art pieces, sculptures, and history. (u/MoonlightMancer)
  16. A festival full of colors, music, and drinks. Everyone seems to love you, and you can’t stop laughing. (u/MoonlightMancer)
  17. A hallway of endless doors. In each room is someone you know, complimenting you endlessly, sharing every positive, even begrudgingly jealous thought they ever had about you. (u/MoonlightMancer)
  18. A room full of bubble wrap. (u/EmmaDrake)
  19. A hot spring/spa, with fluffy towels, those showers that are like rain with perfect water pressure, mud baths, and refreshing food and drink. (u/lionesslindsey)
  20. A room full of people that constantly give you validation and laugh at all your jokes. (u/CountryJeff)
  21. Never-ending line of gold chalices, crystal vases, silver artwork, and other valuables. (u/PutridMeatPuppet)
  22. People who are “better” than you are marched in a stripped of their superior qualities. Beautiful people are disfigured and turned ugly. Wealthy powerful people are ruined and made to beg you for pennies. (u/PutridMeatPuppet)
  23. Mass groups of people enter the room and tell you how they admire you and how wonderful you are. They stroke your ego and inflate your pride. (u/PutridMeatPuppet)
  24. Servants do everything for you. Feed you, give you drinks, wash you, wipe your arse, etc. (u/PutridMeatPuppet)
  25. You are given a wickedly barbed leather whip. A slave creature is bound to a post and you can whip this creature to inflict your wrath upon them as much as you desire. If the poor soul dies, another is brought in to replace them. (u/PutridMeatPuppet)
  26. 'Knight for a day'. The full experience; lance, shiny outfit, a squire, a trusty stead, a dragon and a princess/prince to rescue. (u/mr_earthman)
  27. The magical equivalent of a holo deck (u/cyber-viper)
  28. Wide, flat plain with the fastest vehicles in the multiverse (a good place to use the Avernus vehicles) (u/Clickclacktheblueguy)
  29. A selection of cities and villages for you to destroy with war machines or your own magic. (u/Clickclacktheblueguy)
  30. A collection of wand that allow you to test out powerful magic. (u/Clickclacktheblueguy)
  31. A magical version of a movie theatre, allowing you to watch all manner of stories, true and legendary. (u/Clickclacktheblueguy)
  32. A moderately large pool where small battleships with tiny animated crewmen can be deployed in teams to shell and board each other for the audience's amusement. Honored guests can put their strategic abilities to a test against other players by directly giving orders to their ships, and in certain hours guests may even swim in the pool to live out the power fantasy of being a sea monster. (u/VIixIXine)
  33. A colorizer-device that transforms any clothes/armoweapons/other gear to any desired hue you wish (as long as it doesn’t affect the workings of the gear) (u/PaigeOrion)
  34. A grand screen, showing a nearly infinite number of (screen)plays from all space and time, including the show with the disgraced human paladin delivering a green baby gnome back to his home land through incredible odds. (u/PaigeOrion)
  35. A tiara that allows you to experience the sensory experience of a black cat as long as you wear it and close your eyes. (u/PaigeOrion)
  36. A plethora of small, multicolored blocks that will magically interlock with one another to render almost any architectural structure imaginable. (But don’t step on them barefoot!) (u/PaigeOrion)
  37. A band of musicians who are the perfect musical backup for any performances. Alone, they are more low key, but no less skilled, playing haunting melodies of unknown origin. (u/PaigeOrion)
  38. A massive walk-in closet where you can try in any clothes in any fashion you like. (u/Tezla44)
  39. A "schadenfreude" theatre, with shows that rely on slapstick and cringe comedy. (u/Martinus_XIV)
  40. A REALLY good chocolate fountain (u/BrokenBanette)
  41. A room designed to give you closure. When you enter this room, someone you loved and lost is there, sitting in a couch. The room feels vaguely familiar, but you can't place why. If Detect Magic is used, the room is full of magic (divination, transmutation, illusion) but the person seems like a normal person. You can chat with them for as long as you like. They behave just as you remember them, with the good and the bad. (u/ohsurenerd)
  42. A theatre performing the most magnificent tragedies. When you watch the performance, you find yourself completely enraptured: you cheer when things go right, scream when something terrifying happens, and moan and weep at the inevitable horrible ending. When you leave, it feels like removing a backpack full of lead that you'd been carrying for so long you'd forgotten it was there. (u/ohsurenerd)
  43. A room where there's a button, there's someone outside and it explains that if you enter there's a 50/50 chance of you dying or not, the room won't actually kill you and it's there just to make you feel the pleasure of near death experience. (u/SupremeGodDictator)
  44. A massage parlor with the universes best staff pampering your every need as you receive the most relaxing massage of your life whether it be scalp, back, foot, full body, etc. Has the worlds fluffiest towels and robes to luxuriate in while you wait or if you simply want to sit in a comfy chair and enjoy your ache free muscles. (u/Blue_Mando)
  45. An arena where you and your opponents heal near instantly, and you can fight endlessly (u/ellen-the-educator)
  46. A reenactment of your greatest failures in life, but this time they turn into your greatest achievements. (u/CountryJeff)
  47. A room with the world's finest works of art.... and a myriad of implements you can use to destroy them. (u/redrosebeetle)
  48. A torture chamber with mages on hand to create illusions of the people you wish to torture. Or increasingly realistic versions of them, depending on the level of magic you wish to implement. (u/redrosebeetle)
  49. A room full of gold and jewels you can roll around in, ala Scrooge McDuck. But woe betide anyone who tries to take a souvenir.... (u/redrosebeetle)
  50. As you're walking through the gardens, a person comes up to you. They introduce themselves as an adventurer who's also here on a quest. They seem to be the same class as you, and they're incredibly attractive-- almost exactly your type. You immediately click and end up spending the day together, talking about everything and anything. You tell them things you've never told anyone else before. They understand everything you tell them, almost innately, but they're still impressed by your feats and your stories. The two of you find an empty bedroom and close the door behind you. It's perfect in its imperfections. In the morning they're gone. No matter where you look, you can't find them. (u/ohsurenerd)
  51. A room lined with shelves and shelves of bottles and vials containing a crimson liquid flowing slowly (like a syrup), all with small labels on them. As you inspect the labels, you realize they've all got names on them: famous adventurers, kings and queens, great sages. If you drink one, you experience a selection of their memories as they experienced them: battles won, discoveries made, historical alliances and friendships being forged or broken... (u/ohsurenerd)
  52. A room that turns anyone that enters it into a child. It is full of every toy imaginable (u/arual_x)
  53. A tour of a chocolate factory. Kobolds work there, and the owner, who gives the tour, is a Metallic Dragon in Humanoid form. (u/arual_x)
  54. A fortune teller who has a Deck of Many Things with only the good cards. If you in any way offend them, they will sleight of hand vs perception check slip you a bad card instead. (u/arual_x)
  55. An island theme park of reanimated dinosaurs. The owner is a level 20 Necromancer called Hamm Johnand. (u/arual_x)
  56. A Virtual Reality style game that allows you to battle horrible monsters over and over again without risk of injury physical. But still allows you to gain XP... (u/arual_x)
  57. A perfect expanse of thick snowy ground. There is constantly a snowball fight going on. (u/arual_x)
  58. A giant room full of mattresses where everyone immediately gets a wonderful massage. (u/Revanclaw-and-memes)
  59. A room where you get to torture all of your worst enemies (u/Revanclaw-and-memes)
  60. A room where people applaud you, give you a trophy, etc (u/Revanclaw-and-memes)
  61. A room where you get something that was denied to you (u/Revanclaw-and-memes)
  62. A room full of gold and exquisite things, from beautiful furniture to magic weapons (u/Revanclaw-and-memes)
  63. A seemingly endless room where adventurers can drink a potion to grow wings and flit about to their hearts' delight (u/iriedashur)
  64. An ordinary classroom containing the adventurer's childhood friends, enemies, and their most hated teacher. Upon entering the room, the adventurer discovers that they are invisible, and free to pull pranks as they wish (u/iriedashur)
  65. A brightly colored room piled high with wrapped gifts, large and small, for the adventurers to open endlessly (u/iriedashur)
  66. A purple and black dragon named Ace who cooks you garlic bread and cake. (u/sanorace)
  67. A magic pair of goggles/glasses that simulate any “What if” question you pose to them. (u/lewiscann)
  68. A magical weather room where you can ask for any weather for your pleasure (I love listening to rain) (u/lewiscann)
  69. A room full of lounges with a floating slow burning piece of wood that warms the whole area, the piece of wood is so large you can see the flame spread through this piece of wood forever (u/lewiscann)
  70. A room where you can bite your fingernails and they grow back instantly ( so you can bite them some more )(u/razenastie)
  71. A room with incredibly weakened versions of powerful monsters. (u/Your_InsideMan)
  72. A vast room on wooden sculptures, oil, and torches. (u/Your_InsideMan)
  73. A zoo of sentient races (u/Paralytica)
  74. A collection of legendary heroes magically transfixed in blocks of ice. (u/Paralytica)
  75. Palanquin rentals (u/Paralytica)
  76. A booth that will remake your face whilst in the palace (ostensibly to make you more beautiful but it could be used for anything) (u/Paralytica)
  77. A magic chair that gives really good back massages (u/TenNinetythree)
  78. A playground where the slides and carousels are for adults (u/TenNinetythree)
  79. A room where you become a giant and can destroy cities and fortresses kaiju style. (u/Paralytica)
  80. Drug Olympics. A room with every drug imaginable to try. Leaving the room cleanses you of their effects. (u/Skitsafrit)
  81. No Pauses. A room that has the effect of making all conversations flow perfectly. No silence stretches too long, no one mishears you, and every topic segways perfectly into the next. (u/Skitsafrit)
  82. Deprivation Room. The room is so absolutely featureless and quiet, that you can meditate magnitudes better here than anywhere else. (u/Skitsafrit)
  83. A games room where you play against your perfect match (u/Nesurame)
  84. Similar to the previous, a games room where you're matched against nothing but weaker opponents (u/Nesurame)
  85. A smoky, dreamweed hookah lounge (u/reallyenjoyscarbs)
  86. A heist simulator where you always get away with the big diamond, chest, etc (thrill of theft) (u/reallyenjoyscarbs)
  87. A sauna room with a central pillar. Inside the pillar is a chamber containing a magic stone which can detect the exact temperature preferences of those inside, and making each person feel said preference. (u/TgagHammerstrike)
  88. An oval-shaped room with countless glass lotion bottles, with each smelling better than the last. If you look for a specific scent (no matter how rare), you'll certainly find it with the help of a goblin near the back of the room. (u/TgagHammerstrike)
  89. A room that consists of A bunch of mortals so utterly jaded from years of plesure seeking that they need the hardest of drugs and the wildest of sensations to feel anything,with lesser demons feeding on their pursuit of euphoria. Think the emperors children from warhammer 40k. (u/TgagHammerstrike)
  90. A buffet of the lids of yogurt/pudding cups to lick. (u/Hunter37594)
  91. An olfactory room that reads your memories and replicates smells that remind you of your most joyous moments. (u/lecorbusianus)
  92. A wildlife reserve for Druids to find new and exotic wild shapes. (u/lecorbusianus)
  93. A room with musical instruments that you're able to master immediately. (u/lecorbusianus)
  94. Zero gravity obstacle course. (u/lecorbusianus)
  95. A cooking class taught by a master chef that always seems to have enough time to guide you one-on-one. (u/lecorbusianus)
  96. An enchanter who allows you to relieve the best moments of your life over and over again. (u/lecorbusianus)
  97. An illusionary room that brings up past experiences and let’s you make different choices to fix mistakes or win arguments. (u/The_Rhibo)
  98. A murder simulator to allow an individual to live out the fantasy of killing that special someone. (u/Brann_The_Kid)
  99. A library full of blackmail and secret knowledge regarding historical and political figures. A conniving, plotting character’s dream! (u/MoonlightMancer)
  100. A room where you can see colors that shouldn't exist. (u/Clickclacktheblueguy)
  101. A room with a creature in a dark robe sitting at a table covered in maps and dice. He helps you play a strange game where you and your party make up characters that go on adventures while the robed creature acts as all of the other characters and determines new events. (u/Clickclacktheblueguy)
  102. ...
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How do you want to do this? A Discussion on Selective Rule Enforcement and the application of the "Rule of Cool"

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves. Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
*Tip 8: When all else fails… take a break and have the Tarrasque attack the party. *
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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By combining the average scores from IMDb, Letterboxd, Rotten Tomatoes & Metacritic, and then fine-tuning the results with data from Letterboxd, iCheckMovies, TSPDT?, TMDb and IMDb, I was able to come up with the 1001 'GREATEST' MOVIES OF ALL TIME.

In 2015, I created a list titled, “Top10ner’s 1001 'Greatest' Movies of All Time” and many of you seemed to enjoy it and still use it today so I thought it was about time that I updated it..
The original 2015 thread can be found here as well as the initial update for those curious about the algorithm.
Basically I started off by gathering ratings from IMDB (UseCritic Average), Rotten Tomatoes (Tomatometer, Critic Average) & (Audience Score, User Average), Metacritic (Critic Average, User Average) and Letterboxd (User Average). Each site’s average rating was then weighted so that no site’s ratings were favoured above the rest. The next step was to make sure that each film was treated equally. Rather than eliminating films that had little votes, I opted to alter these films score by carefully deducting points depending on how many people have seen it, and therefore voted on it.
I then finally put the list through a final adjustment, where I applied aspects such as critical reception (# of official lists movie is in), audience reception and overall likability/popularity. These figures were determined using sources such as iCheckmovies, Letterboxd and TSPDT?.
I've created the following lists for both Letterboxd and iCheckMovies, as well as a Google spreadsheet where you can check out the full list and search for particular films easier.
Letterboxd - 2020 Edition: Top10ner’s 1001 ‘Greatest’ Movies of All Time
IMDb - 2020 Edition: Top10ner’s 1001 ‘Greatest’ Movies of All Time
iCheckMovies - 2020 Edition: Top10ner’s 1001 ‘Greatest’ Movies of All Time
Google Spreadsheet - 2020 Edition: Top10ner’s 1001 ‘Greatest’ Movies of All Time
ANYWAY, here is the 1001 ‘Greatest’ Movies of All Time. Enjoy! (NOTE: Could only include the first 750 movies due character limit)
RANK TITLE YEAR DIRECTOR
1 The Godfather 1972 Francis Ford Coppola
2 The Godfather: Part II 1974 Francis Ford Coppola
3 Seven Samurai 1954 Akira Kurosawa
4 Pulp Fiction 1994 Quentin Tarantino
5 12 Angry Men 1957 Sidney Lumet
6 Spirited Away 2001 Hayao Miyazaki
7 Schindler's List 1993 Steven Spielberg
8 Casablanca 1942 Michael Curtiz
9 Psycho 1960 Alfred Hitchcock
10 Goodfellas 1990 Martin Scorsese
11 Lawrence of Arabia 1962 David Lean
12 The Good, the Bad and the Ugly 1966 Sergio Leone
13 Singin' in the Rain 1952 Stanley Donen & Gene Kelly
14 City Lights 1931 Charlie Chaplin
15 Sunset Boulevard 1950 Billy Wilder
16 Apocalypse Now 1979 Francis Ford Coppola
17 The Shawshank Redemption 1994 Frank Darabont
18 Rear Window 1954 Alfred Hitchcock
19 Star Wars: Episode V - The Empire Strikes Back 1980 Irvin Kershner
20 2001: A Space Odyssey 1968 Stanley Kubrick
21 Citizen Kane 1941 Orson Welles
22 M 1931 Fritz Lang
23 One Flew Over the Cuckoo's Nest 1975 Miloš Forman
24 Vertigo 1958 Alfred Hitchcock
25 The Dark Knight 2008 Christopher Nolan
26 The Silence of the Lambs 1991 Jonathan Demme
27 Modern Times 1936 Charles Chaplin
28 Star Wars - A New Hope 1977 George Lucas
29 Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb 1964 Stanley Kubrick
30 Come and See 1985 Elem Klimov
31 Bicycle Thieves 1948 Vittorio De Sica
32 Tokyo Story 1953 Yasujirō Ozu
33 It's a Wonderful Life 1946 Frank Capra
34 Rashomon 1950 Akira Kurosawa
35 Once Upon a Time in the West 1968 Sergio Leone
36 Taxi Driver 1976 Martin Scorsese
37 Ikiru 1952 Akira Kurosawa
38 Metropolis 1927 Fritz Lang
39 The Passion of Joan of Arc 1928 Carl Theodor Dreyer
40 Alien 1979 Ridley Scott
41 The Third Man 1949 Carol Reed
42 All About Eve 1950 Joseph L. Mankiewicz
43 Fanny and Alexander 1982 Ingmar Bergman
44 Chinatown 1974 Roman Polanski
45 City of God 2002 Fernando Meirelles & Kátia Lund
46 Double Indemnity 1944 Billy Wilder
47 Paths of Glory 1957 Stanley Kubrick
48 Raiders of the Lost Ark 1981 Steven Spielberg
49 Andrei Rublev 1966 Andrei Tarkovsky
50 The Apartment 1960 Billy Wilder
51 Harakiri 1962 Masaki Kobayashi
52 Parasite 2019 Bong Joon-ho
53 The Lord of the Rings: The Fellowship of the Ring 2001 Peter Jackson
54 The 400 Blows 1959 François Truffaut
55 Stalker 1979 Andrei Tarkovsky
56 Some Like It Hot 1959 Billy Wilder
57 Sunrise: A Song of Two Humans 1927 F.W. Murnau
58 Pan's Labyrinth 2006 Guillermo del Toro
59 Ran 1985 Akira Kurosawa
60 Sherlock, Jr. 1924 Buster Keaton
61 The Lord of the Rings: The Return of the King 2003 Peter Jackson
62 The Night of the Hunter 1955 Charles Laughton
63 A Separation 2011 Asghar Farhadi
64 Grave of the Fireflies 1988 Isao Takahata
65 North by Northwest 1959 Alfred Hitchcock
66 Persona 1966 Ingmar Bergman
67 Eternal Sunshine of the Spotless Mind 2004 Michel Gondry
68 Back to the Future 1985 Robert Zemeckis
69 The Battle of Algiers 1966 Gillo Pontecorvo
70 Toy Story 1995 John Lasseter
71 Raging Bull 1980 Martin Scorsese
72 8½ (Eight and a Half) 1963 Federico Fellini
73 Saving Private Ryan 1998 Steven Spielberg
74 On the Waterfront 1954 Elia Kazan
75 The Shining 1980 Stanley Kubrick
76 Three Colors: Red 1994 Krzysztof Kieślowski
77 The Great Dictator 1940 Charles Chaplin
78 The Wizard of Oz 1939 Victor Fleming, George Cukor, Mervyn…
79 The Wages of Fear 1953 Henri-Georges Clouzot
80 In the Mood for Love 2000 Wong Kar-wai
81 Spider-Man: Into the Spider-Verse 2018 Rodney Rothman, Peter Ramsey…
82 The Treasure of the Sierra Madre 1948 John Huston
83 The Seventh Seal 1957 Ingmar Bergman
84 The Lord of the Rings: The Two Towers 2002 Peter Jackson
85 The Red Shoes 1948 Michael Powell & Emeric Pressburger
86 The General 1926 Clyde Bruckman & Buster Keaton
87 The Gold Rush 1925 Charles Chaplin
88 Touch of Evil 1958 Orson Welles
89 WALL-E 2008 Andrew Stanton
90 Aliens 1986 James Cameron
91 Wild Strawberries 1957 Ingmar Bergman
92 Paris Texas 1984 Wim Wenders
93 A Clockwork Orange 1971 Stanley Kubrick
94 La Grande Illusion 1937 Jean Renoir
95 There Will Be Blood 2007 Paul Thomas Anderson
96 Amadeus 1984 Miloš Forman
97 Annie Hall 1977 Woody Allen
98 Whiplash 2014 Damien Chazelle
99 Pather Panchali 1955 Satyajit Ray
100 Cinema Paradiso 1988 Giuseppe Tornatore
101 It Happened One Night 1934 Frank Capra
102 The Bridge on the River Kwai 1957 David Lean
103 The Lives of Others 2006 Florian Henckel von Donnersmarck
104 Terminator 2: Judgment Day 1991 James Cameron
105 Blade Runner 1982 Ridley Scott
106 Yojimbo 1961 Akira Kurosawa
107 Ugetsu 1953 Kenji Mizoguchi
108 Reservoir Dogs 1992 Quentin Tarantino
109 Memento 2000 Christopher Nolan
110 Princess Mononoke 1997 Hayao Miyazaki
111 Mad Max: Fury Road 2015 George Miller
112 The Pianist 2002 Roman Polanski
113 Wings of Desire 1987 Wim Wenders
114 The Cabinet of Dr. Caligari 1920 Robert Wiene
115 The Best Years of Our Lives 1946 William Wyler
116 Inception 2010 Christopher Nolan
117 Monty Python and the Holy Grail 1975 Terry Gilliam & Terry Jones
118 Fargo 1996 Joel & Ethan Coen
119 La Dolce Vita 1960 Federico Fellini
120 Oldboy 2003 Chan-wook Park
121 Nights of Cabiria 1957 Federico Fellini
122 Toy Story 3 2010 Lee Unkrich
123 Children of Paradise 1945 Marcel Carné
124 Gone with the Wind 1939 Victor Fleming,George Cukor...
125 Jaws 1975 Steven Spielberg
126 Das Boot 1981 Wolfgang Petersen
127 High and Low 1963 Akira Kurosawa
128 The Mirror 1975 Andrei Tarkovsky
129 L.A. Confidential 1997 Curtis Hanson
130 Unforgiven 1992 Clint Eastwood
131 Amelie 2001 Jean-Pierre Jeunet
132 My Neighbor Totoro 1988 Hayao Miyazaki
133 Barry Lyndon 1975 Stanley Kubrick
134 Le Samouraï 1967 Jean-Pierre Melville
135 Ordet 1955 Carl Theodor Dreyer
136 To Be or Not to Be 1942 Ernst Lubitsch
137 No Country for Old Men 2007 Joel & Ethan Coen
138 Solaris 1972 Andrei Tarkovsky
139 Coco 2017 Lee Unkrich
140 Your Name. 2016 Makoto Shinkai
141 Fight Club 1999 David Fincher
142 The Maltese Falcon 1941 John Huston
143 The Kid 1921 Charles Chaplin
144 Woman in the Dunes 1964 Hiroshi Teshigahara
145 Se7en 1995 David Fincher
146 Do the Right Thing 1989 Spike Lee
147 The Rules of the Game 1939 Jean Renoir
148 Aguirre: The Wrath of God 1972 Werner Herzog
149 The Grapes of Wrath 1940 John Ford
150 La Haine 1995 Mathieu Kassovitz
151 Once Upon a Time in America 1984 Sergio Leone
152 Throne of Blood 1957 Akira Kurosawa
153 Notorious 1946 Alfred Hitchcock
154 Badlands 1973 Terrence Malick
155 A Man Escaped 1956 Robert Bresson
156 Cool Hand Luke 1967 Stuart Rosenberg
157 Rosemary's Baby 1968 Roman Polanski
158 Before Sunrise 1995 Richard Linklater
159 The Lion King 1994 Roger Allers & Rob Minkoff
160 Before Sunset 2004 Richard Linklater
161 Rebecca 1940 Alfred Hitchcock
162 La strada 1954 Federico Fellini
163 Duck Soup 1933 Leo McCarey
164 The Deer Hunter 1978 Michael Cimino
165 Sansho the Bailiff 1954 Kenji Mizoguchi
166 The Philadelphia Story 1940 George Cukor
167 The Man Who Shot Liberty Valance 1962 John Ford
168 Die Hard 1988 John McTiernan
169 Brazil 1985 Terry Gilliam
170 Sweet Smell of Success 1957 Alexander Mackendrick
171 The Departed 2006 Martin Scorsese
172 Three Colors: Blue 1993 Krzysztof Kieślowski
173 The Last Picture Show 1971 Peter Bogdanovich
174 Rome, Open City 1945 Roberto Rossellini
175 Up 2009 Pete Docter & Bob Peterson
176 The Princess Bride 1987 Rob Reiner
177 Breathless 1960 Jean-Luc Godard
178 Dog Day Afternoon 1975 Sidney Lumet
179 Kind Hearts and Coronets 1949 Robert Hamer
180 To Kill a Mockingbird 1962 Robert Mulligan
181 Chungking Express 1994 Wong Kar-wai
182 The Conversation 1974 Francis Ford Coppola
183 Rio Bravo 1959 Howard Hawks
184 Full Metal Jacket 1987 Stanley Kubrick
185 The Handmaiden 2016 Chan-wook Park
186 A Matter of Life and Death 1946 Michael Powell & Emeric Pressburger
187 A Woman Under the Influence 1974 John Cassavetes
188 All the President's Men 1976 Alan J. Pakula
189 Portrait of a Lady on Fire 2019 Céline Sciamma
190 The Matrix 1999 Lilly & Lana Wachowski
191 12 Years a Slave 2013 Steve McQueen
192 Brief Encounter 1945 David Lean
193 Shoplifters 2018 Hirokazu Kore-eda
194 American Beauty 1999 Sam Mendes
195 His Girl Friday 1940 Howard Hawks
196 The Usual Suspects 1995 Bryan Singer
197 The Graduate 1967 Mike Nichols
198 Jurassic Park 1993 Steven Spielberg
199 Memories of Murder 2003 Bong Joon-ho
200 King Kong 1933 Merian C. Cooper & Ernest B. Schoedsack
201 Inside Out 2015 Pete Docter
202 Yi yi 2000 Edward Yang
203 Raise the Red Lantern 1991 Zhang Yimou
204 Rififi 1955 Jules Dassin
205 Blue Velvet 1986 David Lynch
206 Army of Shadows 1969 Jean-Pierre Melville
207 This Is Spinal Tap 1984 Rob Reiner
208 The Wild Bunch 1969 Sam Peckinpah
209 Witness for the Prosecution 1957 Billy Wilder
210 Battleship Potemkin 1925 Sergei M. Eisenstein
211 Strangers on a Train 1951 Alfred Hitchcock
212 The Searchers 1956 John Ford
213 The Big Lebowski 1998 Joel & Ethan Coen
214 Nosferatu 1922 F.W. Murnau
215 Network 1976 Sidney Lumet
216 The Hustler 1961 Robert Rossen
217 The Exterminating Angel 1962 Luis Buñuel
218 Days of Heaven 1978 Terrence Malick
219 Finding Nemo 2003 Andrew Stanton & Lee Unkrich
220 Heat 1995 Michael Mann
221 The Great Escape 1963 John Sturges
222 A Streetcar Named Desire 1951 Elia Kazan
223 Diabolique 1955 Henri-Georges Clouzot
224 The Sting 1973 George Roy Hill
225 Night of the Living Dead 1968 George A. Romero
226 The Thing 1982 John Carpenter
227 Mulholland Drive 2001 David Lynch
228 The Conformist 1970 Bernardo Bertolucci
229 The Grand Budapest Hotel 2014 Wes Anderson
230 A Brighter Summer Day 1991 Edward Yang
231 Monty Python's Life of Brian 1979 Terry Jones
232 Umberto D. 1952 Vittorio De Sica
233 Who's Afraid of Virginia Woolf? 1966 Mike Nichols
234 Stagecoach 1939 John Ford
235 Beauty and the Beast 1991 Gary Trousdale & Kirk Wise
236 The Big Sleep 1946 Howard Hawks
237 Inglourious Basterds 2009 Quentin Tarantino
238 Viridiana 1961 Luis Buñuel
239 Incendies 2010 Denis Villeneuve
240 The Terminator 1984 James Cameron
241 Bride of Frankenstein 1935 James Whale
242 Sullivan's Travels 1941 Preston Sturges
243 Playtime 1967 Jacques Tati
244 Ivan's Childhood 1962 Andrei Tarkovsky
245 Life Is Beautiful 1997 Roberto Benigni
246 Butch Cassidy and the Sundance Kid 1969 George Roy Hill
247 Manhattan 1979 Woody Allen
248 Trainspotting 1996 Danny Boyle
249 All Quiet on the Western Front 1930 Lewis Milestone
250 The Young and the Damned 1950 Luis Buñuel
251 The Elephant Man 1980 David Lynch
252 All About My Mother 1999 Pedro Almodóvar
253 Le Trou 1960 Jacques Becker
254 The Leopard 1963 Luchino Visconti
255 Laura 1944 Otto Preminger
256 Shadow of a Doubt 1943 Alfred Hitchcock
257 Mr. Smith Goes to Washington 1939 Frank Capra
258 Hiroshima Mon Amour 1959 Alain Resnais
259 Bringing Up Baby 1938 Howard Hawks
260 Out of the Past 1947 Jacques Tourneur
261 Anatomy of a Murder 1959 Otto Preminger
262 Crouching Tiger, Hidden Dragon 2000 Ang Lee
263 L'avventura 1960 Michelangelo Antonioni
264 Beauty and the Beast 1946 Jean Cocteau
265 The Hunt 2012 Thomas Vinterberg
266 Forrest Gump 1994 Robert Zemeckis
267 Ace in the Hole 1951 Billy Wilder
268 Late Spring 1949 Yasujirō Ozu
269 The Celebration 1998 Thomas Vinterberg
270 Au Revoir Les Enfants 1987 Louis Malle
271 Spotlight 2015 Tom McCarthy
272 Roman Holiday 1953 William Wyler
273 Amour 2012 Michael Haneke
274 Ali: Fear Eats the Soul 1974 Rainer Werner Fassbinder
275 Paddington 2 2017 Paul King
276 The Life and Death of Colonel Blimp 1943 Michael Powell & Emeric Pressburger
277 The French Connection 1971 William Friedkin
278 The Discreet Charm of the Bourgeoisie 1972 Luis Buñuel
279 High Noon 1952 Fred Zinnemann
280 Akira 1988 Katsuhiro Otomo
281 4 Months, 3 Weeks and 2 Days 2007 Cristian Mungiu
282 Ben-Hur 1959 William Wyler
283 Let the Right One In 2008 Tomas Alfredson
284 Nashville 1975 Robert Altman
285 Room 2015 Lenny Abrahamson
286 The Adventures of Robin Hood 1938 Michael Curtiz & William Keighley
287 Jules and Jim 1962 François Truffaut
288 Good Will Hunting 1997 Gus Van Sant
289 Young Frankenstein 1974 Mel Brooks
290 White Heat 1949 Raoul Walsh
291 Short Term 12 2013 Destin Cretton
292 The Killing 1956 Stanley Kubrick
293 In a Lonely Place 1950 Nicholas Ray
294 Frankenstein 1931 James Whale
295 Secrets & Lies 1996 Mike Leigh
296 Django Unchained 2012 Quentin Tarantino
297 Call Me by Your Name 2017 Luca Guadagnino
298 Magnolia 1999 Paul Thomas Anderson
299 Being There 1979 Hal Ashby
300 The Manchurian Candidate 1962 John Frankenheimer
301 Paper Moon 1973 Peter Bogdanovich
302 The Shop Around the Corner 1940 Ernst Lubitsch
303 Halloween 1978 John Carpenter
304 The World of Apu 1959 Satyajit Ray
305 Spring, Summer, Fall, Winter... and Spring 2003 Kim Ki-duk
306 L'Atalante 1934 Jean Vigo
307 The Iron Giant 1999 Brad Bird
308 The Exorcist 1973 William Friedkin
309 Amores Perros 2000 Alejandro González Iñárritu
310 Central Station 1998 Walter Salles
311 Bonnie and Clyde 1967 Arthur Penn
312 Persepolis 2007 Vincent Paronnaud & Marjane Satrapi
313 The Best of Youth 2003 Marco Tullio Giordana
314 The Spirit of the Beehive 1973 Víctor Erice
315 Z 1969 Costa-Gavras
316 Underground 1995 Emir Kusturica
317 The Killer 1989 John Woo
318 Kes 1969 Ken Loach
319 Moonlight 2016 Barry Jenkins
320 Howl's Moving Castle 2004 Hayao Miyazaki
321 Her 2013 Spike Jonze
322 Requiem for a Dream 2000 Darren Aronofsky
323 The Truman Show 1998 Peter Weir
324 The Incredibles 2004 Brad Bird
325 Cries and Whispers 1972 Ingmar Bergman
326 Stand by Me 1986 Rob Reiner
327 Before Midnight 2013 Richard Linklater
328 Groundhog Day 1993 Harold Ramis
329 Little Women 2019 Greta Gerwig
330 The Social Network 2010 David Fincher
331 The Right Stuff 1983 Philip Kaufman
332 Get Out 2017 Jordan Peele
333 It's Such a Beautiful Day 2012 Don Hertzfeldt
334 Boogie Nights 1997 Paul Thomas Anderson
335 Fantasia 1940 Samuel Armstrong, James Algar...
336 Black Narcissus 1947 Michael Powell & Emeric Pressburger
337 Midnight Cowboy 1969 John Schlesinger
338 Children of Men 2006 Alfonso Cuarón
339 E.T. the Extra-Terrestrial 1982 Steven Spielberg
340 Toy Story 2 1999 John Lasseter
341 Leon: The Professional 1994 Luc Besson
342 Cabaret 1972 Bob Fosse
343 The Diving Bell and the Butterfly 2007 Julian Schnabel
344 Ratatouille 2007 Brad Bird
345 The Cranes Are Flying 1957 Mikhail Kalatozov
346 Day for Night 1973 François Truffaut
347 Withnail & I 1987 Bruce Robinson
348 Safety Last! 1923 Fred C. Newmeyer & Sam Taylor
349 The Umbrellas of Cherbourg 1964 Jacques Demy
350 Shaun of the Dead 2004 Edgar Wright
351 Song of the Sea 2014 Tomm Moore
352 Scarface 1983 Brian De Palma
353 Harold and Maude 1971 Hal Ashby
354 Platoon 1986 Oliver Stone
355 The Nightmare Before Christmas 1993 Henry Selick
356 Close Encounters of the Third Kind 1977 Steven Spielberg
357 Talk to Her 2002 Pedro Almodóvar
358 Wild Tales 2014 Damián Szifrón
359 Close-Up 1990 Abbas Kiarostami
360 Time of the Gypsies 1988 Emir Kusturica
361 Mary and Max 2009 Adam Elliot
362 The Return 2003 Andrey Zvyagintsev
363 Logan 2017 James Mangold
364 For a Few Dollars More 1965 Sergio Leone
365 A Prophet 2009 Jacques Audiard
366 La La Land 2016 Damien Chazelle
367 The Sound of Music 1965 Robert Wise
368 The King of Comedy 1982 Martin Scorsese
369 The Big Heat 1953 Fritz Lang
370 In the Heat of the Night 1967 Norman Jewison
371 Amarcord 1973 Federico Fellini
372 A Night at the Opera 1935 Sam Wood
373 Repulsion 1965 Roman Polanski
374 Freaks 1932 Tod Browning
375 Au Hasard Balthazar 1966 Robert Bresson
376 Downfall 2004 Oliver Hirschbiegel
377 Lost in Translation 2003 Sofia Coppola
378 Belle de Jour 1967 Luis Buñuel
379 What Ever Happened to Baby Jane? 1962 Robert Aldrich
380 The Circus 1928 Charles Chaplin
381 How to Train Your Dragon 2010 Chris Sanders & Dean DeBlois
382 Crimes and Misdemeanors 1989 Woody Allen
383 Breaking the Waves 1996 Lars von Trier
384 Brokeback Mountain 2005 Ang Lee
385 Steamboat Bill, Jr. 1928 Buster Keaton & Charles Reisner
386 Werckmeister Harmonies 2000 Béla Tarr & Ágnes Hranitzky
387 Greed 1924 Erich von Stroheim
388 Roma 2018 Alfonso Cuarón
389 Make Way for Tomorrow 1937 Leo McCarey
390 The Lady Eve 1941 Preston Sturges
391 The Straight Story 1999 David Lynch
392 Neon Genesis Evangelion: The End of Evangelion 1997 Kazuya Tsurumaki & Hideaki Anno
393 Indiana Jones and the Last Crusade 1989 Steven Spielberg
394 Peeping Tom 1960 Michael Powell
395 The Secret in Their Eyes 2009 Juan José Campanella
396 Cleo from 5 to 7 1962 Agnès Varda
397 Aladdin 1992 Ron Clements & John Musker
398 Rocco and His Brothers 1960 Luchino Visconti
399 Hannah and Her Sisters 1986 Woody Allen
400 My Darling Clementine 1946 John Ford
401 Avengers: Endgame 2019 Joe & Anthony Russo
402 Infernal Affairs 2002 Alan Mak & Andrew Lau
403 Patton 1970 Franklin J. Schaffner
404 Mary Poppins 1964 Robert Stevenson
405 Monsters, Inc. 2001 Pete Docter
406 Hunt for the Wilderpeople 2016 Taika Waititi
407 Children of Heaven 1997 Majid Majidi
408 Last Year at Marienbad 1961 Alain Resnais
409 Sanjuro 1962 Akira Kurosawa
410 1917 2019 Sam Mendes
411 Avengers: Infinity War 2018 Joe & Anthony Russo
412 The Tale of the Princess Kaguya 2013 Isao Takahata
413 Three Billboards Outside Ebbing, Missouri 2017 Martin McDonagh
414 Through a Glass Darkly 1961 Ingmar Bergman
415 The Thin Man 1934 W.S. Van Dyke
416 American History X 1998 Tony Kaye
417 Knives Out 2019 Rian Johnson
418 Orpheus 1950 Jean Cocteau
419 Evil Dead II 1987 Sam Raimi
420 Airplane! 1980 Jim Abrahams, Jerry & David Zucker
421 Red River 1948 Howard Hawks & Arthur Rosson
422 Rope 1948 Alfred Hitchcock
423 Y tu mamá también 2001 Alfonso Cuarón
424 Million Dollar Baby 2004 Clint Eastwood
425 Pickpocket 1959 Robert Bresson
426 Being John Malkovich 1999 Spike Jonze
427 The Cameraman 1928 Buster Keaton & Edward Sedgwick
428 Satantango 1994 Béla Tarr
429 Hard Boiled 1992 John Woo
430 Naked 1993 Mike Leigh
431 The Double Life of Veronique 1991 Krzysztof Kieślowski
432 Arrival 2016 Denis Villeneuve
433 Rushmore 1998 Wes Anderson
434 Sing Street 2016 John Carney
435 Rebel Without a Cause 1955 Nicholas Ray
436 The Lady Vanishes 1938 Alfred Hitchcock
437 The Last Laugh 1924 F.W. Murnau
438 The Green Mile 1999 Frank Darabont
439 Vivre Sa Vie 1962 Jean-Luc Godard
440 Spartacus 1960 Stanley Kubrick
441 A Hard Day's Night 1964 Richard Lester
442 Autumn Sonata 1978 Ingmar Bergman
443 Ghostbusters 1984 Ivan Reitman
444 The Hidden Fortress 1958 Akira Kurosawa
445 Capernaum 2018 Nadine Labaki
446 Mommy 2014 Xavier Dolan
447 Le Cercle Rouge 1970 Jean-Pierre Melville
448 Down by Law 1986 Jim Jarmusch
449 Stalag 17 1953 Billy Wilder
450 Boyhood 2014 Richard Linklater
451 Trouble in Paradise 1932 Ernst Lubitsch
452 Judgment at Nuremberg 1961 Stanley Kramer
453 Casino 1995 Martin Scorsese
454 McCabe & Mrs. Miller 1971 Robert Altman
455 The Prestige 2006 Christopher Nolan
456 The Irishman 2019 Martin Scorsese
457 Blade Runner 2049 2017 Denis Villeneuve
458 Faust 1926 F.W. Murnau
459 Marriage Story 2019 Noah Baumbach
460 Fireworks 1997 Takeshi Kitano
461 Star Wars: Episode VI - Return of the Jedi 1983 Richard Marquand
462 Nausicaä of the Valley of the Wind 1984 Hayao Miyazaki
463 Goldfinger 1964 Guy Hamilton
464 Gangs of Wasseypur 2012 Anurag Kashyap
465 Snow White and the Seven Dwarfs 1937 David Hand
466 Invasion of the Body Snatchers 1956 Don Siegel
467 Top Hat 1935 Mark Sandrich
468 The King's Speech 2010 Tom Hooper
469 Farewell My Concubine 1993 Chen Kaige
470 The Breakfast Club 1985 John Hughes
471 Wolf Children 2012 Mamoru Hosoda
472 The Sixth Sense 1999 M. Night Shyamalan
473 Boyz n the Hood 1991 John Singleton
474 In the Name of the Father 1993 Jim Sheridan
475 Gladiator 2000 Ridley Scott
476 The Phantom Carriage 1921 Victor Sjöström
477 Dead Poets Society 1989 Peter Weir
478 What We Do in the Shadows 2014 Jemaine Clement & Taika Waititi
479 The Birds 1963 Alfred Hitchcock
480 Moonrise Kingdom 2012 Wes Anderson
481 A Fistful of Dollars 1964 Sergio Leone
482 Kill Bill: Vol. 1 2003 Quentin Tarantino
483 Manchester by the Sea 2016 Kenneth Lonergan
484 Who Framed Roger Rabbit 1988 Robert Zemeckis
485 Almost Famous 2000 Cameron Crowe
486 Lady Bird 2017 Greta Gerwig
487 To Have and Have Not 1944 Howard Hawks
488 Kiki's Delivery Service 1989 Hayao Miyazaki
489 Kill Bill: Vol. 2 2004 Quentin Tarantino
490 Eyes Without a Face 1960 Georges Franju
491 Blazing Saddles 1974 Mel Brooks
492 The Sacrifice 1986 Andrei Tarkovsky
493 The 39 Steps 1935 Alfred Hitchcock
494 Donnie Darko 2001 Richard Kelly
495 Gone Girl 2014 David Fincher
496 Eraserhead 1977 David Lynch
497 Hero 2002 Zhang Yimou
498 Ghost in the Shell 1995 Mamoru Oshii
499 Miller's Crossing 1990 Joel & Ethan Coen
500 Meet Me in St. Louis 1944 Vincente Minnelli
501 Great Expectations 1946 David Lean
502 Contempt 1963 Jean-Luc Godard
503 Scarface 1932 Howard Hawks
504 Jeanne Dielman, 23 Quai du Commerce, 1080 Bruxelles 1975 Chantal Akerman
505 My Left Foot 1989 Jim Sheridan
506 The Long Goodbye 1973 Robert Altman
507 Zootopia 2016 Byron Howard
508 Catch Me If You Can 2002 Steven Spielberg
509 Fitzcarraldo 1982 Werner Herzog
510 West Side Story 1961 Jerome Robbins & Robert Wise
511 All That Jazz 1979 Bob Fosse
512 Castle in the Sky 1986 Hayao Miyazaki
513 Kagemusha 1980 Akira Kurosawa
514 The Wolf of Wall Street 2013 Martin Scorsese
515 My Fair Lady 1964 George Cukor
516 Dunkirk 2017 Christopher Nolan
517 Guardians of the Galaxy 2014 James Gunn
518 The Lost Weekend 1945 Billy Wilder
519 The Intouchables 2011 Eric Toledano & Olivier Nakache
520 Nightcrawler 2014 Dan Gilroy
521 Short Cuts 1993 Robert Altman
522 A Silent Voice 2016 Naoko Yamada
523 The Innocents 1961 Jack Clayton
524 Nostalgia 1983 Andrei Tarkovsky
525 Mean Streets 1973 Martin Scorsese
526 Rocky 1976 John G. Avildsen
527 I Am Cuba 1964 Mikhail Kalatozov
528 3-Iron 2004 Kim Ki-duk
529 Dirty Harry 1971 Don Siegel
530 Mad Max 2: The Road Warrior 1981 George Miller
531 The Crowd 1928 King Vidor
532 The Triplets of Belleville 2003 Sylvain Chomet
533 Black Swan 2010 Darren Aronofsky
534 Mon Oncle 1958 Jacques Tati
535 The Piano 1993 Jane Campion
536 Ed Wood 1994 Tim Burton
537 Head-On 2004 Fatih Akin
538 Harry Potter and the Prisoner of Azkaban 2004 Alfonso Cuarón
539 The Insider 1999 Michael Mann
540 Forbidden Games 1952 René Clément
541 Harry Potter and the Deathly Hallows: Part 2 2011 David Yates
542 When Harry Met Sally... 1989 Rob Reiner
543 The Wrestler 2008 Darren Aronofsky
544 The Player 1992 Robert Altman
545 Inside Llewyn Davis 2013 Joel & Ethan Coen
546 Blow-Up 1966 Michelangelo Antonioni
547 The Remains of the Day 1993 James Ivory
548 The Man Who Would Be King 1975 John Huston
549 The Florida Project 2017 Sean Baker
550 Napoleon 1927 Abel Gance
551 Suspiria 1977 Dario Argento
552 Drive 2011 Nicolas Winding Refn
553 The Producers 1967 Mel Brooks
554 That Obscure Object of Desire 1977 Luis Buñuel
555 The Outlaw Josey Wales 1976 Clint Eastwood
556 Klaus 2019 Sergio Pablos
557 The African Queen 1951 John Huston
558 Ninotchka 1939 Ernst Lubitsch
559 Slumdog Millionaire 2008 Danny Boyle
560 My Man Godfrey 1936 Gregory La Cava
561 Dangal 2016 Nitesh Tiwari
562 Blood Simple. 1984 Joel & Ethan Coen
563 Interstellar 2014 Christopher Nolan
564 About Elly 2009 Asghar Farhadi
565 Hot Fuzz 2007 Edgar Wright
566 Johnny Guitar 1954 Nicholas Ray
567 Planet of the Apes 1968 Franklin J. Schaffner
568 The Quiet Man 1952 John Ford
569 Fantastic Mr. Fox 2009 Wes Anderson
570 Casino Royale 2006 Martin Campbell
571 Monsieur Hulot's Holiday 1953 Jacques Tati
572 Adaptation. 2002 Spike Jonze
573 American Graffiti 1973 George Lucas
574 Barton Fink 1991 Joel & Ethan Coen
575 Tampopo 1985 Juzo Itami
576 Little Miss Sunshine 2006 Jonathan Dayton & Valerie Faris
577 Edward Scissorhands 1990 Tim Burton
578 The Earrings of Madame de… 1953 Max Ophüls
579 Arsenic and Old Lace 1944 Frank Capra
580 Doctor Zhivago 1965 David Lean
581 The Virgin Spring 1960 Ingmar Bergman
582 Jean de Florette 1986 Claude Berri
583 Zodiac 2007 David Fincher
584 Aparajito 1956 Satyajit Ray
585 The Asphalt Jungle 1950 John Huston
586 Ex Machina 2014 Alex Garland
587 The Favourite 2018 Yorgos Lanthimos
588 The Royal Tenenbaums 2001 Wes Anderson
589 The Twilight Samurai 2002 Yôji Yamada
590 Pierrot le Fou 1965 Jean-Luc Godard
591 The Day the Earth Stood Still 1951 Robert Wise
592 Enter the Dragon 1973 Robert Clouse
593 Batman Begins 2005 Christopher Nolan
594 Hell or High Water 2016 David Mackenzie
595 Dersu Uzala 1975 Akira Kurosawa
596 Letter from an Unknown Woman 1948 Max Ophüls
597 Sleuth 1972 Joseph L. Mankiewicz
598 Whisper of the Heart 1995 Yoshifumi Kondô
599 Nobody Knows 2004 Hirokazu Koreeda
600 Glengarry Glen Ross 1992 James Foley
601 Dogville 2003 Lars von Trier
602 Nine Queens 2000 Fabián Bielinsky
603 The Sweet Hereafter 1997 Atom Egoyan
604 Dazed and Confused 1993 Richard Linklater
605 True Romance 1993 Tony Scott
606 The Great Beauty 2013 Paolo Sorrentino
607 Band of Outsiders 1964 Jean-Luc Godard
608 Eighth Grade 2018 Bo Burnham
609 The Killing Fields 1984 Roland Joffé
610 Once 2007 John Carney
611 The Artist 2011 Michel Hazanavicius
612 Sling Blade 1996 Billy Bob Thornton
613 Ferris Bueller's Day Off 1986 John Hughes
614 Dial M for Murder 1954 Alfred Hitchcock
615 The Farewell 2019 Lulu Wang
616 Limelight 1952 Charles Chaplin
617 Charade 1963 Stanley Donen
618 Prisoners 2013 Denis Villeneuve
619 Mildred Pierce 1945 Michael Curtiz
620 Kubo and the Two Strings 2016 Travis Knight
621 Winter Sleep 2014 Nuri Bilge Ceylan
622 Hedwig and the Angry Inch 2001 John Cameron Mitchell
623 Kiss Me Deadly 1955 Robert Aldrich
624 Pride 2014 Matthew Warchus
625 After Hours 1985 Martin Scorsese
626 East of Eden 1955 Elia Kazan
627 Mission: Impossible - Fallout 2018 Christopher McQuarrie
628 The Mother and the Whore 1973 Jean Eustache
629 Perfect Blue 1997 Satoshi Kon
630 The Blues Brothers 1980 John Landis
631 Elevator to the Gallows 1958 Louis Malle
632 Pain and Glory 2019 Pedro Almodóvar
633 The Fugitive 1993 Andrew Davis
634 The Vanishing 1988 George Sluizer
635 Hidden Figures 2016 Theodore Melfi
636 JFK 1991 Oliver Stone
637 Dancer in the Dark 2000 Lars von Trier
638 Don't Look Now 1973 Nicolas Roeg
639 Dallas Buyers Club 2013 Jean-Marc Vallée
640 Hotel Rwanda 2004 Terry George
641 Sense and Sensibility 1995 Ang Lee
642 The Avengers 2012 Joss Whedon
643 Vampyr 1932 Carl Theodor Dreyer
644 Twelve Monkeys 1995 Terry Gilliam
645 Rain Man 1988 Barry Levinson
646 Pinocchio 1940 Hamilton Luske & Ben Sharpsteen
647 The White Ribbon 2009 Michael Haneke
648 Zelig 1983 Woody Allen
649 The Magnificent Ambersons 1942 Orson Welles & Fred Fleck
650 Stranger Than Paradise 1984 Jim Jarmusch
651 Picnic at Hanging Rock 1975 Peter Weir
652 3 Idiots 2009 Rajkumar Hirani
653 Phantom Thread 2017 Paul Thomas Anderson
654 The Last Emperor 1987 Bernardo Bertolucci
655 Birdman 2014 Alejandro González Iñárritu
656 Day of Wrath 1943 Carl Theodor Dreyer
657 The Texas Chain Saw Massacre 1974 Tobe Hooper
658 Deliverance 1972 John Boorman
659 Gandhi 1982 Richard Attenborough
660 Warrior 2011 Gavin O'Connor
661 In Bruges 2008 Martin McDonagh
662 C.R.A.Z.Y. 2005 Jean-Marc Vallée
663 To Live 1994 Zhang Yimou
664 The Fly 1986 David Cronenberg
665 The Lego Movie 2014 Phil Lord & Christopher Miller
666 Volver 2006 Pedro Almodóvar
667 The Thin Red Line 1998 Terrence Malick
668 Our Hospitality 1923 John G. Blystone & Buster Keaton
669 La Notte 1961 Michelangelo Antonioni
670 The Holy Mountain 1973 Alejandro Jodorowsky
671 Malcolm X 1992 Spike Lee
672 The Dark Knight Rises 2012 Christopher Nolan
673 The Purple Rose of Cairo 1985 Woody Allen
674 Isle of Dogs 2018 Wes Anderson
675 The Lion in Winter 1968 Anthony Harvey
676 A Short Film About Killing 1988 Krzysztof Kieślowski
677 Black Cat, White Cat 1998 Emir Kusturica
678 Mother 2009 Bong Joon-ho
679 Snatch. 2000 Guy Ritchie
680 If.... 1968 Lindsay Anderson
681 Toy Story 4 2019 John Lasseter
682 Godzilla 1954 Ishirô Honda
683 A Short Film About Love 1988 Krzysztof Kieślowski
684 Intolerance: Love's Struggle Throughout the Ages 1916 D.W. Griffith
685 Carol 2015 Todd Haynes
686 Letters from Iwo Jima 2006 Clint Eastwood
687 Fiddler on the Roof 1971 Norman Jewison
688 Moon 2009 Duncan Jones
689 L'Eclisse 1962 Michelangelo Antonioni
690 Serpico 1973 Sidney Lumet
691 Porco Rosso 1992 Hayao Miyazaki
692 The Heiress 1949 William Wyler
693 Winter Light 1963 Ingmar Bergman
694 Cat on a Hot Tin Roof 1958 Richard Brooks
695 Elite Squad: The Enemy Within 2010 José Padilha
696 Deep Red 1975 Dario Argento
697 The Ox-Bow Incident 1942 William A. Wellman
698 Pride & Prejudice 2005 Joe Wright
699 The Blue Angel 1930 Josef von Sternberg
700 Women on the Verge of a Nervous Breakdown 1988 Pedro Almodóvar
701 Three Colors: White 1994 Krzysztof Kieślowski
702 The Ladykillers 1955 Alexander Mackendrick
703 Breakfast at Tiffany's 1961 Blake Edwards
704 Lagaan: Once Upon a Time in India 2001 Ashutosh Gowariker
705 Baby Driver 2017 Edgar Wright
706 Iron Man 2008 Jon Favreau
707 Kramer vs. Kramer 1979 Robert Benton
708 The Martian 2015 Ridley Scott
709 The Bourne Ultimatum 2007 Paul Greengrass
710 Thor: Ragnarok 2017 Taika Waititi
711 Burning 2018 Lee Chang-dong
712 The Wind Rises 2013 Hayao Miyazaki
713 Jojo Rabbit 2019 Taika Waititi
714 Batman: The Dark Knight Returns, Part 2 2013 Jay Oliva
715 Cache (Hidden) 2005 Michael Haneke
716 Delicatessen 1991 Jean-Pierre Jeunet & Marc Caro
717 Willy Wonka & the Chocolate Factory 1971 Mel Stuart
718 Shrek 2001 Andrew Adamson & Vicky Jenson
719 A Christmas Story 1983 Bob Clark
720 The Life of Oharu 1952 Kenji Mizoguchi
721 Pandora's Box 1929 G.W. Pabst
722 Five Easy Pieces 1970 Bob Rafelson
723 Thelma & Louise 1991 Ridley Scott
724 Andhadhun 2018 Sriram Raghavan
725 The Big Sick 2017 Michael Showalter
726 Gilda 1946 Charles Vidor
727 Creed 2015 Ryan Coogler
728 Blue Is the Warmest Color 2013 Abdellatif Kechiche
729 RoboCop 1987 Paul Verhoeven
730 Shane 1953 George Stevens
731 A Face in the Crowd 1957 Elia Kazan
732 Moana 2016 Ron Clements & John Musker
733 Argo 2012 Ben Affleck
734 Gravity 2013 Alfonso Cuarón
735 BlacKkKlansman 2018 Spike Lee
736 I Am a Fugitive from the Chain Gang 1932 Mervyn LeRoy
737 The Magnificent Seven 1960 John Sturges
738 Run Lola Run 1998 Tom Tykwer
739 A Star Is Born 1954 George Cukor
740 Mystic River 2003 Clint Eastwood
741 Brooklyn 2015 John Crowley
742 The Ten Commandments 1956 Cecil B. DeMille
743 Miracle on 34th Street 1947 George Seaton
744 Into the Wild 2007 Sean Penn
745 This Is England 2006 Shane Meadows
746 Love and Death 1975 Woody Allen
747 Mustang 2015 Deniz Gamze Ergüven
748 Departures 2008 Yojiro Takita
749 Star Trek 2009 J.J. Abrams
750 Selma 2014 Ava DuVernay
Please let me know if there are any glaring omissions, mistakes, or possible bias, as well as any other feedback that you have that could improve the list. Thank you.
Extra Lists:
500 ‘Greatest’ Movies of the 21st Century
CRITIC EDITION: Top10ner’s 1000 ‘Greatest’ Films of All Time
AUDIENCE EDITION: Top10ner’s 1000 ‘Greatest’ Movies of All Time
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casino pride vs casino pride 2

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