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Simple Lore comparison of both the NCR's and Legion's currency
NCR 5 dollar bill is only worth 2 caps
Legion silver Denarius is worth 4 caps
That's 2 more of the base value of what the NCR 5 dollar bill can afford. Now lets check the highest.
NCR 100 dollar bill is only worth 40 caps.
Legion gold Aureus is worth 100 caps.
That's 60 more of the base value of what the NCR 100 dollar bill can afford.
Unlike Legion currency however, the NCR has a third denomination of a 20 dollar bill which is worth 8 caps. Still, the ceilings of both of their highest currencies available to the markets edges in favor of the Legion over the NCR dollar with the Aureus having a higher purchasing power in regards to commercial activity.
sources;
[By 2281, the NCR dollar is valued at about 40% of a water-backed cap[6] and only 10% of a silver Legion Denarius.](
https://fallout.fandom.com/wiki/NCR_dollars)
[Legion currency](
https://fallout.fandom.com/wiki/Legion_Denarius)
[NCR currency](
https://fallout.fandom.com/wiki/NCR_dollars)
Dialogue points from merchant or merchant adjunct entities to substantiate probable currency values decided by the Wasteland market;
>Dale Barton:
"Hell, I don't even need to travel with guards most of the time in Legion territory. All the bandits are dead or run off."
>Dale Barton:
"Between having to hire protection and getting slapped with taxes, it's more profitable to stick to Arizona and New Mexico."
>Rose Sharon of Cassidy:
"Some caravans deal with the Legion now because the security. If towns could get the same protection? A lot more tempting than you'd think. Bunch of people would be willing to side with the Legion to not have to worry about Fiends and Boomers and Powder Ganger attacks."
>The Courier:
"You don't get paid in Caps?" >Chomp Lewis:
"Nope. The NCR's been trying to switch over to using paper money, like in the Pre-War days. Trouble is that the exchange rates ain't exactly fair. For example, a hundred bucks in NCR money is valued at roughly half that in caps around here. Seems like a rotten deal for us, but work is work."
>The Courier:
"What can you tell me about New Vegas?" >Chomp Lewis:
"I've been there once, and I don't recommend it. It's just a way to burn through a month's pay in five minutes*. I've seen a lot of folks come through here thinking they'll have the easy life once they get there. It never happens."*
From one of the developers:
>J.E Sawyer:
"And this is discussed in-game: BoS raided NCR's gold reserves until NCR could no longer generate gold coinage nor back their paper money. They abandoned the gold standard and established fiat currency, which is why its value is inflated over both caps and (especially) Legion coinage. (...) People in eastern NCR and the Mojave Wasteland lost faith in the NCR government's a) ability to back the listed value of paper money and b) stability overall. If you're living in Bakersfield, staring at a piece of paper that says "redeemable for value in gold" and you have no faith in the government's ability or willingness to do that -- or if you see that the government has changed the currency to say that it is not able to be exchanged for a backed good -- you may very well listen to the strong consortium of local merchants offering to exchange that paper note for currency backed by water."
The
Tops Vegas Casino exchange rates for in-house playing Chips;
Note: With a double check, all the Casino cashiers in Vegas have the same exchange dialogue, barring the type of greeting they give depending on the chosen locale. That means the exchange rates for all Vegas Casinos are standardized and consistent.
NCR 2 chips for 5$ NCR
8 chips for 20$ NCR
40 chips for 40$ NCR
Legion 4 chips for 1 Legion Denarius
20 chips for 5 Legion Denarii
40 chips for 10 Legion Denarii
80 chips for 20 Legion Denarii
100 chips for 1 Legion Aureus or 25 Legion Denarii
Source: Geck dialogue files, vDialogueCasinoCashier; Topics
EDIT: To even nip this in the butt further, some comments here say that Precious Commodities don't have intrinsic value. If that is the case in regards to the NCR being discussed here, why by the time of FO2 was the lowest denominator of their currency, 1$ dollar, was in Gold Coins?
$1 NCR - The Fallout Wiki (fandom.com)
The NCR never or had any contingencies to shore-up their currency to a fiat one at all if the most basic unit of their internal monetary exchange was Gold Coins. If that were the case they would've had pure paper money to begin with without these Coins being in circulation in Fallout 2; with all Gold being in their reserve purely being for backing only, but this isn't the case as we observe.
With the absence of their most basic unit of exchange being gone and the 5$ paper note being demoted to the new basic unit of their currency, that's a huge amount of unaccounted inflation off the bat; inflation they could've never prepared for since they valued Gold enough as a natural unit of exchange at such a base level to be circulated. They didn't expect the BoS to hit them that hard or anyone to do so with their perceived control of their core territory; nevermind the facts that its very unstable and unlucrative to deal in with raiders they can't hunt down with lack of dedicated manpower and poll taxes.
Precious vs Fiat currencies have staunch differences that can't be reconciled in the context of the Fallout universe and a general post-apocalypse. Precious Commodities are backed by simple human consensus of its natural properties being of worth and desirable for a monetary unit of exchange.
These can be traded and exchanged easily with a readily agreed upon value along with Caps because they are accepted by almost every post-war Tribal group, Wasteland settlement, independent Traders, and most other polities across America. Its supply is also naturally in nature, not manufactured artificially with Fiat money note printing.
(In the Fallout series, we see some form of international travel is still somewhat possible with characters such as Alistar Tenpenny and in Fallout 4 with multiple characters from other continents. Take Gold from the US and bring it to the British Isles, it will still have ready value no matter what. Take simple Fiat bank notes of a faction in the US to say, the Fallout version of West Africa. It would absolutely have no value because the issuer of that tender back in North America literally has no economic influence to back its money in this region miles away; there is no Demand or recognition for it. Conversely with Gold taken from North America and traveling to Fallout West Africa, it has tradeable value no matter what because Gold is a natural unit of exchange from its recognized natural value by humans.)
Fiat currency is only as strong as a nation-state can legitimize and maintain it. The only Fiat currency at the time of New Vegas taking place is NCR currency, which is doing badly from the aforementioned factors of the top of this post. The NCR IS a nation of some sort, but it isn't in the league of pre-war society statehoodship.
It doesn't have the financial instruments or development of robust monetary institutions to handle Fiat when they've have been on a Gold economy all this time and the value of the NCR dollar has plummeted due to lack of Demand with its sudden absence. The only reason why the NCR dollar had high worthiness was due to the inherent value of Gold they had on reserve in a post-apocalyptic society that has an extremely high assessment of value it.
With the Gold-backed era of the NCR (supported in FO2 with Gold Coins directly in circulation and being exchanged), Caps were practically worthless in the NCR territory as comments here note. Now with Gold out of the equation as we can observe with direct evidence, the highest focal point of NCR currency isn't even worth 40% of Cap currency by the end of the NCR-BoS war.
Double Edit: The whole reason why the resource wars in the Fallout universe happened because the main natural mineral resource, Oil, was almost all depleted entirely- in an international society where almost all the pre-war Nations were Oil based economies. Without Oil we see in numerous cases in Fallout in the post-war landscape with products with exorbitant prices due to rampart inflation with money that had no value.
[This](
https://www.reddit.com/Fallout/comments/3x9cqj/how_inflated_was_the_prewar_economy_some_of_the/cy348gl?utm_source=share&utm_medium=web2x&context=3) comment here from 4 years ago from the main Fallout subreddit goes into the context of the universe.
In the very intro of the first Fallout game, we see on the TV in the ruined building that is still running- a common non-luxury car is worth 200,000 dollars.
Regular Gas in pre-war Fallout America was 1450.99$
Premium Gas was 8500.99$
To note, America was only one of the nations still with a minutiae of Oil left, but here are the prices.
Source: [Gas Prices](
latest (293×291) (nocookie.net))
The Mechanical Pony toy seen in Fallout 3 costs 16,000$.
submitted by Shakanaka to falloutlore [link] [comments]
Blue Coin Maps for Mario Sunshine
The Great Moon Experiment: Beginning Today, November 5th, 2020. 10,000 in Moons - $500 USD - 10 Coins on Binance, Redditors pick the Coins.
THIS IS NOW LIVE! I've pinned the post to my profile.
I've
made a blockfolio for it. I've updated the spreadsheet with proof of buys, prices, amounts.
https://docs.google.com/spreadsheets/d/1ix2NquwnxQq5GHy9AfJfJaP1SrgdQ19DewuCBUFXRrQ/edit#gid=0 That's right, everyone always talks about their portfolios, let's see if Redditors can pick a portfolio that'll outperform the rest (Or, alternatively, go down in flames) and leave it for a year. At the end of the year (November 5th, 12 months from now till the day) I'll cash out the proceeds and donate it to the 10 people who posted the comments that got the highest upvotes in this post - Or in other words, the people who ended up choosing the Coins that will be bought.
Last cycle, I converted 10,000 Moons into USD for this experiment, now it's up to you to choose what Cryptos it buys.
Here's the deal and the rules:
- You comment on this thread. You can either comment a top level comment with a coin you think should be chosen, or you can support someone else's pick. If you are doing a top level (Coin pick) comment, please explain why this coin should be chosen.
- You list a coin available on Binance.com - It'll be the Casino I'm using for this experiment.
- The top 10 upvoted (In total votes) comments will have that Coin purchased as 10% of the total:
- 0.0353 BTC / 10 = 0.00353 BTC to 10 coins - Or about $50 USD/Coin.
- Coins will be purchased in order of upvotes. Will try to divide them evenly but the last place ones might lose out a little bit.
- Coins will be tracked each month in a post, which will coincide with the day after Moon Distribution. I'll try to make it funny and informative.
Before next Christmas, 12 cycles from now, the winners will get the coins distributed to them in the most economical trading pair of their choice - Obviously you want to avoid trading down too many pairs, but we'll figure that out at the end of next year.
So, what are you waiting for? Type your comments in below, and feel free to support your favourite suggestions. Maybe the community loves TRX, or maybe they want to give their newest Microcap a try, it's up to you guys. Hit me with your best.
Since the post is now 24 hours old, here are the winners:
I'll make the BTC swaps to them when I get home.
submitted by LargeSnorlax to CryptoCurrency [link] [comments]
How do you want to do this? A Discussion on Selective Rule Enforcement and the application of the "Rule of Cool"
Hello folks,
For my research analysis and writing class my professor let me pick any topic I want. (her mistake) So for my final term paper I chose to come up with a method of determining a guide to the use of the "rule of cool." I got a A on the paper so I figured I'd share it with you fine folks as well. It is rather lengthy so I've included the abstract first. The 8 tips for dungeon masters is near the end (third session), the first and second parts deal more with the philosophical and ethics of games. So, if situational ethics and a discussion on the Mechanics, Dynamics, and Aesthetics of Play are of use for you, be my guess.
I am a relatively new DM so I spent a long time researching and trying to absorb what would make me a "good DM". With that cavate please keep in mind I know next to nothing compared to a vast majority of the DMs here. I can think of no place better to have this paper peer-reviewed, picked apart and "rebutalled" to death than here. If you feel offended, challenged, or angry reading this... Please understand I am a moron borrowing the works and words of far smarter people. If you feel that "this is the WAY" again... I am a moron... so ... with out further ado.
Abstract:
The choice to be a stringent rule-follower without leniency using fanatical legalism in a game can be a source of contention between someone acting as a referee and/or “Game Master” and players of a game. Likewise, to approach games with a sense of fanatical antinomianism, or to completely ignore the rules and simply let players do whatever they want, tends to offer no challenge, and or reason to play that specific game. Using ethical theory frameworks such as situational ethics, natural law, and utilitarianism this paper seeks find the philosophical principles of what moments are acceptable and actually beneficial to bend the rules of a game. As such, it is important to define games, briefly discuss why games are played, and roles rules have on games. The game Dungeons and Dragons 5th edition will be used as the principal example. With “rule for rules” established, seven tips on how to implement it this rule using advice and guidance from some of the most well known “Dungeon Masters” in the modern era will be provided.
Much of this paper relies on the works of Joseph Fletcher, Sheila Murphy; Benard Suits, Robin Hunicke, Marc LeBlanc, and Robert Zubek for the ethical and philosophical discussions around games. For the practical advice, it relies primarily on the works of Matthew Mercer, Brennan Lee Mulligan, Benjamin Scott, Patrick Tracy, Kelly Mclaughlin and Monty Martin.
Players are your friends, or at the very least your fellow human beings. As such, seek out what is best for them. Games are about many things but principally about enjoyment. It’s okay if the player does not get exactly what they want, so long as they still had enjoyment. How it happens is up to the players, the one running the game, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
**“Once upon a time, around a table…”
A man behind a cardboard screen sits across from a woman wearing a funny hat. He is frantically reading through the pages of the various books at his disposal. He finds the reference he is looking for, but it is not clear. “It is technically against the rules, it is barely within the realm of possibility, but the idea is so creative…” the man murmurs to himself. Exasperated, the man smiles a crooked grin and explains, “Well you can certainly try… give me an acrobatics check.” The woman throws a piece of plastic resin on to the table. The dice reads, “18.” The man sighs and then laments, “fine… how do you want to do this?” The table erupts in cheers, as high-fives are given from the others around the table. The woman adjusts her hat, as she gleefully explains how her character will use the momentum of several falling barrels to move across the map in a single turn without having to use all her character’s movement.
As a “Dungeon Master” (DM) for the tabletop role playing game, Dungeons and Dragons (D&D), I can say without a doubt that many DMs have encountered extremely similar events as the one described above. The choice to be a stringent rule-follower without leniency can be a source of much resentment between the DM and the players around the table. Likewise, to completely ignore the rules and simply let players do whatever they want offers no challenge, no reason to play. In terms of D&D rule enforcement, as is with many events in life, the choice of always being either a “Harsh Disciplinarian” or the lenient, “Laissez Faire Guide” is a false dichotomy. Instead, seeking balance between the two choices based first on the overall needs of the players, second on the needs of the story, and third on requirements and rules of the game should be the norm.
Session 1: What is the Relationship between, Players, Games and Rules?
The 19th century philosopher and founder of modern cultural history, John Hughes once wrote, “Play is older than culture, for culture, however inadvertently defined, always presupposes human society and animals have not waited for man to teach them their playing.” 1 Why do humans play? Is it instinctual? Bernard Suits was a Distinguished Emeritus Professor of Philosophy for the University of Waterloo and his essays are in part responsible for the field of philosophy of games in the late 20th century. In his book, “The Grasshopper: Games, Life and Utopia,” Suits’ book uses Aesop’s fable about the grasshopper to argue that play is what we would do in a perfect civilization. He believed that in a world devoid of work, humans would still seek out challenges through play, suggesting that it is human nature to challenge ourselves.2 But is that the only reason someone plays a game?
One YouTuber opined that “In a practical sense, games facilitate systemic thinking by getting us to view abstractions, but also engender creativity by getting us to play.”3 If true, these are essential tools for humanity to function as an intelligent race. This makes sense from an evolutionary level as to why humanity would develop play, but is there more to it than “games encourage outside the box thinking?”
The landmark paper titled, “MDA: A formal approach to game design and game research” is one of the earliest attempts to formalize the field of video game design theory and it is fundamental to how modern game designers look at these systems. It serves to define the importance of mechanic, dynamics, and aesthetics of play and is instrumental to helping understand what players will expect out of a game. We will discuss more about dynamics and mechanics later, but first let us focus on aesthetics.
Aesthetics of Play Defined
Term | Definition | Examples |
Sense Pleasure | Enjoyment derived from how it stimulates the senses | The visuals of a game, sound, and music, feel of the dice, etc. |
Fantasy | Enjoyment derived from the ability to step into a role that cannot be experienced in real life | Playing a game as a magic wielding sorcerer or rocks in the far flung reaches of outer space |
Narrative | Enjoyment derived from game as drama, it is about the stories and experience gained | Heavily story driven games such as Last of Us, Dungeons and Dragons, Final Fantasy |
Challenge | Enjoyment derived from overcoming an arbitrary obstacle | Platformers like Mario, or even drinking games like beer pong, or corn hole; social games like charades, etc. |
Fellowship | Enjoyment from working cooperatively as a group to accomplish a goal | Team based or social games such as Among Us, the card game Spades; save the world mode on Fortnite |
Competition | Enjoyment from showing dominance | Chess or Go, Battle royal games such as Fortnite or PubG or Call of Duty; Fallguys; darts Poker; Uno, Killer bunnies or Magic the Gathering; |
Discovery | Enjoyment from uncovering the new or discovering news ways to play a game. | These can range from searching to find things to choose your own adventure Minecraft; Zelda Breath of the Wild; simple matching games; the board game Betrayal at the House on the Hill; or games like Fable; Dragon Age Inquisition; or Mass effect |
Expression | Enjoyment from showing an aspect of one’s self; or games that allow full customization of characters | Creation games like Minecraft; role play games like fallout 4; world of warcraft or Fortnite |
Submission (aka Abnegation) | Enjoyment from being able to “turn of the brain; and tune out the world” or what is also known as zone out factor. | Bejeweled; candy crush; the lever-pull games at casinos, solitaire, etc. |
| (Source: Portnow & Floyd, October 2012)5 | |
Aesthetics are things like sense pleasure, fantasy, the narrative of the story, challenge, fellowship, discovery, expression, and something called submission.4 There is an additional aesthetic that most game designers also consider when designing games termed as “competition”.5 These are all reasons people play games and it is important to keep all these in mind when acting as a DM.
The table above works to define these terms more appropriately and makes it easier to reference later. The reasons a player may want to play a game vary and change over time. If a DM can understand their players’ goals (i.e., what the player hopes to get out of the game) the DM will be able to understand why someone might want to perform a certain action, play a game, or want to ignore a certain rule in the first place.
On that note, what are rules in games? Think about it… Games are weird… well I should say the act of playing a game… is weird. Suits once wrote in his article, for the “Philosophy of Science Association Journal,” "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient [means] in favor of less efficient means, and where such rules are accepted just because they make possible such activity."6 In other words, to play a game we create rules that prevent us from achieving a goal through the easiest means available. Instead, we make something more difficult and we play a game. For instance, in basketball, it would be far easier to simply carry the ball all the way to the basket instead of dribbling it.
In D&D, there is a similar activity to dribbling. It is called a “dice roll.” It is something that players must make to see if they succeed or fail at a task. The player rolls a 20-sided die and tries to get above a certain score to succeed. Players can roll normal, with advantage, or with disadvantage. Rolling with advantage allows the player to roll the D-20 (the 20-sided die) twice and use the higher number. Rolling with disadvantage also has the player roll the D-20 twice, but they must take the lower number rolled instead. It introduces a chance of randomness, and players will find any excuse they can to avoid having to make a roll with "disadvantage." In his book, The Grasshopper, Suits argues that we do this because it is the act of overcoming that limitation that we find enjoyment. By taking on these restrictions and accepting these limitations, we take on what he coins as a "lusory attitude" which allows us to play the game as it is meant to be played.
Suits would argue that by not playing the game according to the rules as written, the player would have only achieved a “quasi-victory” not really worthy of achievement. He also goes on to say that even the act of “failing to win the game by virtue of losing it implies an achievement, in the sense that the activity in question -- playing the game -- has been successfully, even though not victoriously, complete.”7 So, according to Suits, it’s better to follow the rules of the game and loose than to not follow the rules and win. It’s important to point out that the aesthetics of play had not yet been defined and Suits’ work mainly focused on the “challenge” aspect of play. This is where many sports and game philosophers begin to find fault with Suits. In the “Journal of Philosophy of Sport,” a rebuttal of Suits’ work by David Myers asks, “What if the goal of the player isn't to follow the rules or even play the game?”8 For instance, what happens if the player is motivated by competition and doesn’t care about rules so long as “they win?” While an extreme example, this paradox isn’t out of the realm of possibility. Therefore, focusing on just the challenge aesthetic of game play and simply playing the game “rules as written” can lead to a disconnect between what the player desires and the game itself.
Jesper Juul, an Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts, wrote in his textbook on video game design, “Rules specify limitations and affordances. They prohibit players from performing actions such as making jewelry out of dice, but they also add meaning to the allowed actions, and this affords players meaningful actions that were not otherwise available; rules give games structure”9 Basically, without rules we cannot even have play. However, if the player ignores the rules that player won’t be able to enjoy the full experience of the game, because the rules both afford the opportunity to enjoy the game and provide the obstacles in the first place.
How the rules affect actual game play is where Mechanics and Dynamics come into play. (See, I told you we would get back to it eventually.) Mechanics are the rules and systems that govern chance to create the game we experience. Dynamics are how those rules come together to govern the strategies of that game. In D&D, an example of mechanics is how a player would have to roll a 20-sided dice to see if an action would succeed. Dynamics are the actions the player takes to manipulate the situation and give themselves advantage in the roll. Some examples of this are using a spell caster’s familiar, flanking an enemy in combat, using the bend luck trait, or lucky feat. This is akin to how the rules of poker dictate that bluffing is allowed (mechanics); but how the bluffing player conceals their tells and bets is entirely up to that player (dynamics).
What happens when the player’s desired aesthetics and the mechanics don’t allow for the dynamics the player wants to use? This is where it falls on the DM to determine if the game can handle a little rule bending. In the Dungeon Master Guide’s introduction, it states “The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game…” However! It goes on to say, “The success of a D&D game hinges on your ability to entertain the other players at the game table.” What is a good way to approach this? Is it THE DM IS ALWAYS RIGHT, able to enforce their will on the players whenever it suits their need? Should the DM strictly enforce the rules and narrative of their planned story without the need to appease the players’ wants and desires?... well… The DM COULD do it, but it won’t be long before their players stop showing to game sessions. Just like the rules, without players, there is no game. Or as one notable professional DM and YouTuber once put it:
“The game you weave belongs to the players as much as yourself… so make sure to humor them every once in awhile by giving them a chance to be extraordinary" - Patrick "the Goddam DM" Tracy 10
Session 2: The Ethics of a Dungeon Master
So how does someone seek a balance between the rules and the players? Enter situational ethics. Situational ethics, first proposed by philosopher and first professor of ethics at Harvard Medical School, Joseph Fletcher,** is an attempt to seek a middle ground between two ethical schools of thought: Legalism and Antinomianism. In legalism, morality must come from a strict set of rules that must be obeyed at all times and cannot be deviated from or broken for any reason. Antinomianism, on the other hand, is the idea that there should be no rules, you should be able to do what you want, whenever you want (lawless society). 11
In D&D terms, "Fanatical Legalism" would be similar to what many DMs would characterize as "Lawful Stupid," where a certain player's character enforces harsh judgement without ever showing mercy to those who would break the law regardless of the circumstances… even to the detriment of the party… or that small band of orphans who were stealing food out of desperation…
Likewise, in D&D terms, "Fanatical Antinomianism" would be similar to what DMs would characterize as "Chaotic Stupid," where a player's character completely ignores consequences an action would bring and simply act according to their whims… even when it's an obvious trap… that has a 100 percent chance to damage not only your character, but the other players as well.
Fletcher's work states that the morally right thing to do depends on the situation and can change throughout the situation, but at the same time, there is a universal “moral law” on which to base our actions that he called "Agape" love. Derived from the Greek word of similar pronunciation, Fletcher sought to define Agape as a means to show love for your fellow human. In his book titled “Situational Ethics,” Fletcher states, "All laws, rules, principles, ideals and norms, are only contingent, only valid if they happen to serve love."12 Or to put it a different way, a desire to see your fellow human be happy is and should be the goal. It is not really a feeling, but an attitude to do what is best for others.
In terms of the D&D alignment chart, this would be easiest to define as whether someone is "Good" or "Evil." Whereas a “good character” is someone who acts for the betterment of others regardless of personal motivations, conversely an “evil character” acts out of their own self-interests regardless of how this action would affect others. Those that follow the concept of Agape would be “good characters.” Those that do not, would be evil.
This is where the so-called “Rule of Cool” comes into play. Mathew Mercer, an extremely acclaimed DM, comedian, and writer of D&D’s “Explorer’s Guide to Wild Mount,” and host of the show “Critical Roll,” defines the Rule of Cool as a trope in the D&D community that is “the willing suspension of disbelief for the sake of a cool moment.”13 It’s used in moments where the use of an certain object or action would be nearly impossible according to the mechanics of the game, but because it is a “cool dynamic,” the DM allows it. But what is “cool?” Is it a player that is normally too nervous to speak up being able to do something unique on time despite it being against the rules? Is it a player that has spent considerable time perfecting a skill and being able to perform a truly “epic task” (such as the jumping across barrels to effectively triple their movement distance)? Is it succeeding in persuading the main villain to befriend the party through a series of increasingly complex but successful rolls?
In all these situations listed above, there is a common theme that ties all the principles of what this paper is trying to address together in a simple phrase. As a DM, before making a ruling ask, "How will this decision affect the final enjoyment of all at the table?" Now a DM cannot give the players everything they want. Doing so cheapens the truly extraordinary moments. Finding the right balance can be difficult. That is why the flow chart above is suggested when trying to figure out whether it is a good time to “Remember the Rule of Cool.”
https://i.redd.it/f362ghdjlqf61.png
Session 3: “Well… You can Certainly Try”- Some Famous DM
Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves.
Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
Tip 8: When all else fails… take a break and have the Tarrasque attack the party.
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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Subreddit Stats: IdleHeroes top posts from 2021-01-02 to 2021-01-31 15:14 PDT
Period: 28.79 days
| Submissions | Comments |
Total | 998 | 12151 |
Rate (per day) | 34.66 | 400.14 |
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Combined Score | 35640 | 42023 |
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- 725 points, 2 submissions: MiekoOnReddit
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- [Suggestion] Add a counter to Void Ark so you can see how many heroes deployed by ibex_sm (502 points, 32 comments)
- [GUIDE] Void Vortex by itirnitii (483 points, 75 comments)
- Is morax worth building? I think I might be able to E69 him. by Leffious2 (439 points, 31 comments)
- Can we have a button to upgrade the heroes directly at lvl 100 plz by Mother-Winner3308 (431 points, 35 comments)
- Sum up the recent events by nghianc (425 points, 28 comments)
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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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Weekly Cards
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[Update] Kite Dragon (Removed draw from summon to allow for dragon setups buffed stats scour and herald),
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[Cosmetic Update] Totem of Longevity (Added Totem Tribe),
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https://files.collective.gg/p/cards/d53f0450-5cf2-11eb-9204-ff3bf8e7bf33-s.png [Cosmetic Update] Absolute Storm (Now from Ocegarth),
https://files.collective.gg/p/cards/4b0f11b0-5cef-11eb-9204-ff3bf8e7bf33-s.png [Cosmetic Update] Amatera Recruiter (added new tribes to this and the token because of Bird Doctors),
https://files.collective.gg/p/cards/3dd1cca0-5cf3-11eb-9204-ff3bf8e7bf33-m.png [Cosmetic Update] Amatera Weaponsmith (added new tribes because of Bird Doctors),
https://files.collective.gg/p/cards/a932c590-5cf2-11eb-9204-ff3bf8e7bf33-s.png [Cosmetic Update] Onnabushi (added the new tribes because of Bird Doctors),
https://files.collective.gg/p/cards/205478e0-5cf2-11eb-9204-ff3bf8e7bf33-s.png See you guys next week!
submitted by plassaur to collectivecg [link] [comments]
[H] A Ton of Bundle Games (IndieGala, Humble, and Fanatical) [W] Nov. Humble Monthly Games (Not Darksiders III or Yakuza Kiwami)
I already own Darksiders III and Yakuza Kiwami 2, so I figured I'd just skip this month and trade for the other games on here. I haven't updated my list in a long time, so there may be one or two games that I don't have anymore, but I still own most of them. So far, the games I'm looking for are:
Imperator: Rome Deluxe Edition
Crying Suns
Darksburg
Little Misfortune
Smile for Me
Darkwood
Tsioque
Rover Mechanic Simulator
Youropa
Townsmen - A Kingdom Rebuilt
The ones that I have for trade are:
Humble Gift Link -
The Uncertain: Last Quiet Day
Knights of Pen and Paper 1+2 Collection
Road Redemption
This War of Mine
Throne of Lies The Online Game of Deceit
Torchlight
Torchlight II
The First Tree
One Deck Dungeon
Skybolt Zack
Golf With Your Friends - OST
Codex of Victory
Conglomerate 451
Deep Sky Derelicts
Gift of Parthax
Haimrik
Quantum Replica
Re-Legion
Shiny
Through the Woods
The Inner World
Pixel Heroes Byte & Magic
Safety First!
SEUM: Speedrunners from Hell
The Textorcist: The Story of Ray Bibbia + Soundtrack
Vambrace: Cold Soul Soundtrack
Vampyr
AER Memories of Old
Ken Follett's The Pillars of the Earth
State of Mind
Warhammer 40,000: Dawn of War II
Warhammer 40,000: Dawn of War III
Warhammer 40,000: Sanctus Reach
Warhammer: End Times - Vermintide
Batman - The Telltale Series
Batman: The Enemy Within - The Telltale Series
Oxenfree
The Walking Dead
The Walking Dead - 400 Days
The Walking Dead: Michonne - A Telltale Miniseries
The Walking Dead: Season Two
Astebreed Definitive Edition
LiEat
Mitsurugi Kamui Hikae
Momodora: Reverie Under The Moonlight
GET EVEN
Carcassonne - Tiles & Tactics
Mysterium: A Psychic Clue Game
Small World 2
Splendor
Twilight Struggle
Gabriel Knight: Sins of the Father
Black The Fall
Children of Zodiarcs
Deadbeat Heroes
Forgotton Anne
Goetia
Tokyo Dark
The Turing Test
Train Valley 2
A Good Snowman is Hard to Build
A Mortician's Tale
Alien Spidy
Broken Age
Brothers: A Tale of Two Sons
Brutal Legend
Darksiders II Deathinitive Edition
Darksiders Warmastered Edition
DUCATI - 90th Anniversary
Europa Universalis IV
Fahrenheit: Indigo Prophecy Remastered
GNOG
Hacknet
HIVESWAP: Act 1
Hollow Knight
LEGO Batman 3: Beyond Gotham
Lostwinds
Magicka
Music Maker EDM Edition
PAC-MAN CHAMPIONSHIP EDITION 2
Party Hard
Pikuniku
Psychonauts
Rebuild 3: Gangs of Deadsville
Sniper Elite 3
Speed Brawl
Stealth 2: A Game of Clones
Stick Fight: The Game
Super Hexagon
SUPERHOT
This is the Police
Tilt Brush
Tropico 4
Undertale
VVVVVV
World of Goo
Worms Revolution
Zombotron
Dead Rising 4
Devil May Cry 4: Special Edition
RESIDENT EVIL 2 - All In-game Rewards Unlock
STRIDER
Reigns
Reigns: Her Majesty
Equilinox
MagiCat
Samorost 3
1 Screen Platformer
A Glider's Journey
Adventure Boy Cheapskate DX
Animal Super Squad
Anomaly 2
Anomaly Defenders
Anomaly Korea
Anomaly: Warzone Earth
Anomaly Warzone Earth Mobile Campaign
Artemis: God-Queen of the Hunt
Balancelot
Bastion
Cathedral
Chivalry: Medieval Warfare
Clatter
Dead by Daylight - Of Flesh and Mud
Dead by Daylight - Spark of Madness
Deadlight: Director's Cut
Dino Run DX
Downtown Drift
Draw Your Game
Drink More Glurp Jingle Jam Challenge
Invisible Inc.
Kalaban
Kingdom: New Lands
Motorsport Manager
Must Dash Amigos
Nemo Dungeon
Neverwinter: Vestments of the Wind Pack
Ninja Senki DX
PAC-MAN CHAMPIONSHIP EDITION 2
Potatoman Seeks the Troof
Pumped BMX +
Rapture Rejects
Rebound Dodgeball Evolved
Red Horizon
Rogue Rocks
Scanner Sombre
Songs of Skydale
Stories: The Path of Destinies
Super Chicken Catchers
THE TEAR
YORG.io
Chasm
Fluffy Horde
Regular Human Basketball
Fairy Fencer F: Advent Dark Force Complete Deluxe Set
Megatagmension Blanc + Neptune VS Zombies (Neptunia)
Moero Chronicle
Neptunia Shooter
Superdimension Neptune VS Sega Hard Girls
Trillion: God of Destruction
Beckett
Everything
Rusty Lake Hotel
The Stanley Parable
Thomas Was Alone
Yume Nikki
YUMENIKKI -DREAM DIARY-
Game Character Hub PE: DS Generator Parts
Game Character Hub PE: Second Story
Game Character Hub: Portfolio Edition
RPG Maker MV
RPG Maker MV - GENE
RPG Maker MV - MADO
RPG Maker MV - SAKAN
RPG Maker VX
RPG Maker VX Ace
RPG Maker XP
Visual Novel Maker + Live 2D
Evergarden
Shenmue I & II
SYNTHETIK: Legion Rising
Bridge Constructor Portal
Portal Knights
SEUM: Speedrunners from Hell
Staxel
Tricky Towers
When Ski Lifts Go Wrong
Planet Alpha
Puss!
The Spiral Scouts
Cat Quest
HIVESWAP: Act 1
Immortal Planet
Pillars of Eternity
Tyranny - Standard Edition
Carrier Command: Gaea Mission
Pound of Ground
Take On Helicopters
Take on Mars
Ylands
Distance
God's Trigger
Guacamelee! 2
MOTHERGUNSHIP
DISTRAINT 2
Rusty Lake Paradise
Unexplored
The Adventure Pals
Almost There: The Platformer
Yoku's Island Express
60 Parsecs!
Love is Dead
Road Redemption
Clustertruck
Diaries of a Spaceport Janitor
Party Hard
Punch Club
SpeedRunners
Duskers
Paratopic
Pool Panic
Red Faction Guerilla Re-Mars-tered
Black The Fall
Octahedron
The Turing Test
I'm not a Monster
Wandersong
11-11 Memories Retold
Impact Winter
Little Nightmares
PAC-MAN™ Championship Edition DX+
Project CARS
Genital Jousting
Highway Blossoms
Just Deserts
Purrfect Date
Sunrider Academy
Sunrider: Liberation Day - Captain's Edition
Among the Sleep - Enhanced Edition
Tooth and Tail
Dandara
MINIT
Steel Rats
12 is Better Than 6
BLACKHOLE
Cook, Serve, Delicious! 2!!
Kingsway
kuso
Soft Body
Way of the Passive Fist
Slipstream
Dear Esther: Landmark Edition
GoNNER
Headlander
Ken Follett's The Pillars of the Earth
Shadow Tactics: Blades of the Shogun
Bleed 2
Rapture Rejects
Rock of Ages 2: Bigger and Boulder
Sniper Elite 3
Interplanetary: Enhanced Edition
Worms Clan Wars
Animal Super Squad
Anomaly 2
Anomaly Defenders
Anomaly: Warzone Earth
Blade & Bones
Board Battlefield
Clicker bAdventure
Cloudborn
Convoy
Cube Link
Deep Dungeons of Doom
Detective Case and Clown Bot in: Murder in the Hotel Lisbon
Don't Stand Out
Dungeon Escape
Fahrenheit: Indigo Prophecy Remastered
Flux8
Freaky Awesome
Guns of Icarus Alliance Collector's Edition
Hackyzack
The Haunting of Billy
Hello Pollution!
Hyperdrive Massacre
Indecision.
Kabounce
Lakeview Cabin Collection
Last Encounter
LOVE
Lucius Demake
Marvin's Mittens
Match Point
No Time To Explain Remastered
Race The Sun
R-COIL
Road Doom
Slime-san
Super Steampunk Pinball 2D
Sure Footing
Switchblade Starter Pack
Temple of Xiala
Throne of Lies The Online Game of Deceit
Tower 57
Tross
Unit 4
Wizorb
Zero G Arena
Colt Express
King and Assassins
Kentucky Route Zero
RWBY: Grimm Eclipse
War for the Overworld + Heart of Gold DLC
The Dwarves
Resident Evil Revelations
Gremlins, Inc.
Old Man's Journey
Pathfinder Adventures
Talisman: Digital Edition
Carcassonne - Tiles & Tactics
Talisman: Digital Edition
How to Survive 2
Darksiders II: Deathinitive Edition
12 is Better than 6
Bear With Me - Collector's Edition
Dungeon of the Endless
Jalopy
NBA Playgrounds
Action Henk
JYDGE
Keep Talking and Nobody Explodes
Kingdom: New Lands
Laser League
Holy Potatoes! We're In Space?!
Grand Theft Auto: Episodes from Liberty City
Grand Theft Auto III
Grand Theft Auto: Vice City
Filthy, Stinking, Orcs
Sanctum 2
Grey Goo
Sorcerer King: Rivals
Green Man Gaming -
CRUSADER KINGS II
WARHAMMER END TIMES VERMINTIDE
INJUSTICE GODS AMONG US ULTIMATE
THE FLAME IN THE FLOOD
FROZEN SYNAPSE PRIME
BEAT COP
SUPER CLOUDBUILT
THE LITTLE ACRE
INSURGENCY
FEAR 3
DEAD AGE
MAGICKA
SERIAL CLEANER
CASTLEVANIA LORDS OF SHADOW 2
FAHRENHEIT REMASTERED
OPERATION FLASHPOINT RED RIVER
ROCKET KNIGHT
LEGO BATMAN
BIOZONE
ADR1FT
Fanatical -
Autonauts
Guards
How to Take Off Your Mask
ENIGMA:
Garfield Kart
Stronghold Legends: Steam Edition
Styx: Master of Shadows
Among the Sleep - Enhanced Edition
EARTH'S DAWN
Do Not Feed the Monkeys
Rain World
Shadwen
Syndrome
The Technomancer
Chess Ultra
Arcana Heart 3 LOVE MAX!!!!!
DEAD OR SCHOOL
Shiness: The Lightning Kingdom
XBlaze Code: Embryo
XBlaze Lost: Memories
Duke Nukem Forever
GUILTY GEAR Xrd -REVELATOR-
Party Hard 2
The Walking Dead
This War of Mine
Blood: Fresh Supply
Syberia II
If My Heart Had Wings
LoveKami -Divinity Stage-
LoveKami -Useless Goddess-
The Surge
Dungeons 2
The First Templar - Steam Special Edition
Urban Empire
The Dark Eye: Demonicon
Chronicles of Magic: Divided Kingdoms
Endless Fables 3: Dark Moor
King's Heir: Rise to the Throne
Lost Grimoires 3: The Forgotten Well
My Brother Rabbit
Noir Chronicles: City of Crime
Path of Sin: Greed
Queen's Quest 4: Sacred Truce
Tharsis
Little Big Adventure 2
Return to Mysterious Island 2
Damned
Return to Mysterious Island
Odyssey - The Story of Science
Little Big Adventure - Enhanced Edition
Sanitarium
The Royal Marines Commando
STARBO
Raptor: Call of The Shadows - 2015 Edition
Guns of Icarus Online
Hamsterdam
Gates of Hell
Perfect Heist
Aces of the Luftwaffe
Operation Thunderstorm
Clouds & Sheep 2
Archamon
The Crown of Leaves
HERO DEFENSE
Tales From Candlekeep: Tomb of Annihilation
Last Dream: World Unknown
The Swindle
Robothorium: Cyberpunk Dungeon Crawler
Equilinox
Rogue Wizards
Codex of Victory
Haimrik
In Fear I Trust
In Fear I Trust - Episode 2
In Fear I Trust - Episode 3
In Fear I Trust - Episode 4
The Watchmaker
The Uncertain - The Last Quiet Day
World's Dawn
Extinction
Infinite Air with Mark McMorris
Super Inefficient Golf
Tales of Candlekeep: Tomb of Annihilation
Shadwen
Creeping Terror
Fantasy Wars
Ascension to the Throne
Savage Lands
Survivalist
Still Life
Holy Avatar vs. Maidens of the Dead
Syberia
Miasmata
Syberia II
Looterkings
Damned
Lost Civilization
QuestRun
Railroad Pioneer
SkyDrift
Thunder Wolves
Airline Tycoon Deluxe
Overclocked: A History of Violence
Dark Strokes: The Legend of the Snow Kingdom Collector's Edition
Eternal Journey: New Atlantis
Forest Legends: The Call of Love Collector's Edition
House of 1000 Doors: Evil Inside
House of 1000 Doors: Serpent Flame
Joan Jade and the Gates of Xibalba
Love Alchemy: A Heart in Winter
Magic Encyclopedia: Moon Light
Mind's Eye: Secrets of the Forgotten
The Fog: Trap for Moths
Analogue: A Hate Story
Detention
The Coma: Recut
The Coma: Recut - Soundtrack & Art Pack DLC
Revolution Ace
Californium
SkyDrift
Clinically Dead
Out There Somewhere
Fate Tectonics
Plazma Being
One Finger Death Punch
ESport Manager
Dungeons 2
Galaxy Squad
Oriental Empires
Stars in Shadow
TASTEE Lethal Tactics
The Lion's Song: Season Pass
Homeworld Remastered Collection
Shuyan Saga
Steel Vampire
Arcana Heart 3 LOVE MAX!!!!
Guilty Gear X2 #Reload
Lifeless Planet Premier Edition
Snake Pass
BEEP
DRAGON: A Game About a Dragon
Destiny Warriors RPG
Gun Rocket
Labyronia RPG
Labyronia RPG 2
LocoSoccer
Out There Somewhere
Storm of Spears RPG
Subterra
Sun Blast: Star Fighter
The Odyssey: Winds of Athena
Tiny Bridge: Ratventure
Crouching Pony Hidden Dragon
GAUGE
Isbarah
Poöf
Puddle
Replay - VHS is not dead
Wooden Sen'SeY
House of Caravan
Cultures Northland
Splatter Zombie Apocalypse
Squirbs
Learn Japanese to survive Hiragana Battle
Airscape The Fall of Gravity
Revolution Ace
Labyronia RPG
PARTICLE MACE
Cultures 8th Wonder of the World
GIBZ
STAR WARS Jedi Knight - Jedi Academy
STAR WARS Jedi Knight II - Jedi Outcast
Dex
Figment
Hive Jump
Jalopy
PewDiePie: Legend of the Brofist
THE KING OF FIGHTERS XIII STEAM EDITION
Blades of Time Limited Edition
Blood Knights
Demonicon
Drakensang
GemCraft - Chasing Shadows
Heroes of Annihilated Empires
Inquisitor
Knights and Merchants
Lichdom: Battlemage
Numen: Contest of Heroes
Rune Classic
Sudeki
Two Worlds II: Velvet Edition
Wizardry 6&7
Asteroid Bounty Hunter
Charlie's Adventure
Cube Runner
Duke of Alpha Centauri
Fly and Destroy
Hungry Flame
Neon Space
Neon Space 2
ShipLord
Slash It
Slash It 2
Spin Rush
Survive in Space
Upside Down
Distant Worlds: Universe
Heavy Burger
I am not a Monster
Learn Japanese to survive Hiragana Battle
SimplePlanes
Sword Legacy Omen
Moero Chronicle
Moero Chronicle - Deluxe Pack DLC
35MM
Deadlight
Distrust
Killing Room
March of the Living
Savage Lands
Tharsis
Valnir Rok Survival RPG
Dreamscapes: The Sandman - Premium Edition
Dreamscapes: Nightmare's Heir - Premium Edition
Sea Legends: Phantasmal Light Collector's Edition
Witch's Pranks: Frog's Fortune Collector's Edition
Kingdom of Aurelia: Mystery of the Poisoned Dagger
Taken Souls: Blood Ritual Collector's Edition
Silver Tale
A Plot Story
Hexus
Jane Angel: Templar Mystery
Dream Walker
Witch's Tales
Escape Doodland
Mad Dream: Coma
Earthworms
Clinically Dead
Mech Rage
Camper Jumper Simulator
ESport Manager
Darkest Hunters
The Sexy Brutale
Beholder
The Last Door - Collector's Edition
The Last Door: Season 2 - Collector's Edition
Cognition: An Erica Reed Thriller
System Shock: Enhanced Edition
System Shock 2
Metal Fatigue
Spirits of Xanadu
Shadow Man
I Have No Mouth, and I Must Scream
Homeworld Remastered Collection
Tales from Candlekeep: Tomb of Annihilation
PAYDAY 2
Jalopy
Hover
Figment
Subterrain
STARWHAL
Scribblenauts Unmasked: A DC Comics Adventure
Joggernauts
The Long Reach
Mainlining
Coffin Dodgers
The Rivers of Alice - Extended Version
Zombie Kill of the Week - Reborn
The Walking Vegetables
Unbox: Newbie's Adventure
System Shock: Enhanced Edition
UNLOVED
Killing Room
Sir, You Are Being Hunted
Styx: Shards of Darkness
STAR WARS - Knights of the Old Republic
STAR WARS Knights of the Old Republic II - The Sith Lords
Shadowrun: Hong Kong - Extended Edition
SimCity™ 4 Deluxe Edition
STAR WARS™ - The Force Unleashed™ Ultimate Sith Edition
METAL SLUG X
Oxenfree
Galactic Civilizations II: Ultimate Edition
Sins of a Solar Empire: Trinity
Fallen Enchantress: Legendary Heroes
The Political Machine 2016
The Corporate Machine
Sorcerer King: Rivals
Demigod
Go! Go! Nippon! ~My First Trip to Japan~
March of the Living
Four Sided Fantasy
Dungeon Rushers
The Invisible Hours
Dead Secret
The Free Ones
HIVESWAP: Act 1
Castle of no Escape 2
Galactic Lords
W4RR-i/o-RS
Nogibator: Way Of Legs
WN - ShP
Fairy Lands: Rinka and the Fairy Gems
Drill Arena
Walhall
Er-Spectro
Risky Rescue
Frederic: Evil Strikes Back
16bit Trader
Midnight Mysteries
Midnight Mysteries 4: Haunted Houdini
Zombie Bowl-o-Rama
Little Farm
Silver Knight
ANKI
Lift It
3 Coins At School
Deep Eclipse: New Space Odyssey
Green Ranch
The lost joystick
UBERMOSH Vol. 5
Trip to Vinelands
TTV2
SWARMRIDER OMEGA
UBERMOSH
UBERMOSH:BLACK
UBERMOSH Vol.3
Iesabel
Daemonsgate
Chamber of the Sci-Mutant Priestess
Spiritual Warfare & Wisdom Tree Collection
Prophecy I - The Viking Child
Drakkhen
Hostage: Rescue Mission
King's Table - The Legend of Ragnarok
Eternam
Chaos Control
Bubble Ghost
Mystical
Alien Rampage
Frederic: Resurrection of Music
Teddy Floppy Ear - Mountain Adventure
Teddy Floppy Ear - Kayaking
Millie
Sparkle 2 Evo
Story of the Survivor
SharpShooter3D
Goodbye My King
Watch This!
Crazy Oafish Ultra Blocks: Big Sale
Crystal City
Bloody Boobs
AuroraRL
Dispatcher
Casino Noir
Detective Noir
Reptilians Must Die!
The Braves & Bows
Zzzz-Zzzz-Zzzz
The Dweller
Surfingers
Timberman
Sparkle 3 Genesis
Cat on a Diet
Zombillie
Asteroid Bounty Hunter
ShipLord
Neon Prism
Slash It
Slash It 2
Cube Runner
Upside Down
Spin Rush
Neon Space
Neon Space 2
Duke of Alpha Centauri
Hungry Flame
Survive in Space
Fly and Destroy
Charlie's Adventure
Luxor Evolved
Luxor: Amun Rising HD
LUXOR: Mah Jong
Luxor: Quest for the Afterlife
Samantha Swift and the Hidden Roses of Athena
Red Risk
Particula
Overcast - Walden and the Werewolf
OutDrive
Invasion
Cubium Dreams
Iron Impact
Stigmat
Marco Polo
Cybercube
Mr. Dubstep
Monstrum
Wick
Lethe - Episode One
35MM
I Shall Remain
Silence of the Sleep
Rebel Galaxy
Punch Club - Deluxe Edition
Grey Goo Definitive Edition
RiME
Gloom
SharpShooter3D
Goodbye My King
Crystal City
Art of Murder - Cards of Destiny
Art of Murder - Deadly Secrets
Art of Murder - FBI Confidential
Art of Murder - Hunt for the Puppeteer
Art of Murder - The Secret Files
Chronicles of Mystery - Secret of the Lost Kingdom
Chronicles of Mystery - The Legend of the Sacred Treasure
Chronicles of Mystery - The Tree of Life
Chronicles of Mystery: The Scorpio Ritual
Megadimension Neptunia VII
Megadimension Neptunia VII Digital Deluxe Set DLC
Galactic Lords
W4RR-i/o-RS
Nogibator: Way Of Legs
WN - ShP
Fairy Lands: Rinka and the Fairy Gems
Drill Arena
Walhall
Er-Spectro
Daemonsgate
Chamber of the Sci-Mutant Priestess
Spiritual Warfare & Wisdom Tree Collection
Prophecy I - The Viking Child
Drakkhen
Marco Polo
Hostage: Rescue Mission
King's Table - The Legend of Ragnarok
Eternam
Chaos Control
Bubble Ghost
Mystical
Alien Rampage
Ocean Classics Volume 1
200% Mixed Juice
War of the Human Tanks
Worms
Worms Reloaded: Game of the Year Edition
Worms Ultimate Mayhem - Deluxe Edition
Worms Crazy Golf
Worms Blast
Worms Pinball
The Mooseman
Sky Break
Tropico 5
Super Cloudbuilt
Tower 57
Dex
Epistory - Typing Chronicles
Deponia: The Complete Journey
Table Top Racing: World Tour
Riff Racer - Race Your Music!
GT Legends
GTR Evolution
Vangers
Insane 2
Zero Gear
Race.a.bit
Mashed
Race: The WTCC Game + Caterham Expansion
Little Racers STREET
BARRIER X
Super Toy Cars
Mini Motor Racing EVO
Drift Streets Japan
Instant Death
Spirits of Xanadu
Swipe Fruit Smash
Voxel Baller
Breezeblox
BalanCity
VRog
BoomTown! Deluxe
City Siege: Faction Island
Bomb The Monsters!
Crazy Belts
Rush for Glory
Naval Warfare
Insurgency
Blood Knights
Heroes of Annihilated Empires
Wizardry 6 & 7
Drakensang
Rune Classic
Gemcraft - Chasing Shadows
Knights and Merchants
Etherlords I & II
Sudeki
Numen: Contest of Heroes
Inquisitor
Commands & Colors: The Great War
Making History: The Calm and the Storm Gold Edition
Attrition: Tactical Fronts
Imperial Glory
Praetorians
Commandos: Behind Enemy Lines
Commandos: Beyond the Call of Duty
Commandos 2: Men of Courage
Commandos 3: Destination Berlin
Ominous Tales: The Forsaken Isle
Beyond the Invisible: Evening
Tearstone
Entwined: Strings of Deception
Vengeance: Lost Love
The Rosebud Condominium
Where Angels Cry: Tears of the Fallen (Collector's Edition)
Lightning: D-Day
Congo Merc
Hold the Line: The American Revolution
Battles of the Ancient World
Peninsular War Battles
1812: The Invasion of Canada
Russian Front
7 Wonders II
7 Wonders of the Ancient World
7 Wonders: Ancient Alien Makeover
7 Wonders: Magical Mystery Tour
7 Wonders: Treasures of Seven
Discovery! A Seek and Find Adventure
Gardens Inc. 2: The Road to Fame
Glowfish
Little Farm
Luxor 2 HD
Luxor 3
Luxor Evolved
Luxor HD
Luxor: 5th Passage
Luxor: Amun Rising HD
LUXOR: Mah Jong
Luxor: Quest for the Afterlife
Midnight Mysteries
Midnight Mysteries 3: Devil on the Mississippi
Midnight Mysteries 4: Haunted Houdini
Midnight Mysteries: Salem Witch Trials
Midnight Mysteries: Witches of Abraham - Collector's Edition
Pickers
Samantha Swift and the Hidden Roses of Athena
The Dweller
Iesabel
EM: Shader Attack
Invasion
Labyronia RPG
Labyronia RPG 2
Legend of Mysteria RPG
Chosen 2
Balloon Blowout
Bayla Bunny
Block Blowout
Chess Knight 2
Dessert Storm
Fantastic 4 In A Row 2
Fantastic Checkers 2
Ludo Supremo
Mahjong Deluxe 2: Astral Planes
Mahsung Deluxe
Mini Golf Mundo
Pepe Porcupine
Puppy Dog: Jigsaw Puzzles
Puzzles Under The Hill
Ultimate Word Search 2: Letter Boxed
Bubble Blowout
Train Valley
Broken Sword Trilogy
Daemonsgate
Chamber of the Sci-Mutant Priestess
Prophecy I - The Viking Child
Drakkhen
Marco Polo
Hostage: Rescue Mission
King's Table - The Legend of Ragnarok
Bubble Ghost
Mystical
Ocean Classics Volume 1
Pandora: First Contact
35MM
Grand Ages: Rome GOLD
GT Legends
Nether: Resurrected
CAT Interstellar
Circut Breakers
Memoranda
Sins of the Demon RPG
Gladiator Trainer
Dragon Sinker
Neon Chrome
Skullgirls
Mad Games Tycoon
Replica
Patrician IV - Steam Special Edition
Patrician IV: Rise of a Dynasty
Patrician III
The Swindle
Zenith
Hive Jump
ICY: Frostbite Edition
Commandos Collection
Revhead
Car Mechanic Simulator 2015
Demolish & Build 2017
Robot Squad Simulator 2017
Skullgirls & DLC
The Mims Beginning
Dreamstones
Cally's Caves 4
Tank Battle: East Front
Tank Battle: Pacific
Tank Battle: Normandy
Tank Battle: North Africa
Tank Battle: 1944
Tank Battle: Blitzkrieg
Tank Battle: 1945
Civil War: 1861
Civil War: Bull Run 1861
Civil War: 1862
Civil War: 1865
Civil War: Gettysburg
Civil War: 1864
SK8
King of the Eggs
Bouncy Bob
Hotel Dracula
Warfront Defenders: Westerplatte
Pony Island
Who's Your Daddy
SWARMRIDER OMEGA
SWARMRIDER OMEGA OST DLC
SWARMRIDERS: Original Soundtrack DLC
DinoSystem
Super Sports Surgery
Middle-earth: Shadow of Mordor Game of the Year Edition
Startide
Timberman
Kathy Rain
Table Top Racing: World Tour
Z
Dark Years
Exowar
Total Extreme Wrestling
World of Mixed Martial Arts 3
IGT Slots Paradise Garden
Anti-Opoly
Wrestling Spirit 3
Draft Day Sports College Basketball 3
Draft Day Sports Pro Basketball 4
Defend Your Life
Hyperdrive Massacre
The lost joystick
Orbital Racer
RUNRUNRUN
Murder...
UBERMOSH:BLACK
Trip to Vinelands
SWARMRIDER OMEGA
Bad Dream: Coma
Mad Games Tycoon
Perfect Universe
Daddy's Gone A-Hunting
Deep Dungeons of Doom
Worms
PolyRace
The Way
Indiegala -
Persian Nights: Sands of Wonders
The Secret Order 6: Bloodline
Demon Hunter 4: Riddles of Light
Lost Grimoires 2: Shard of Mystery
Animal Lover
Magi Trials Deluxe Edition
Highschool Possession
Topless Hentai Mosaic
Hentai Hexa Mosaic
Borderus
The Myth Seekers: The Legacy of Vulcan
Eventide 2: The Sorcerers Mirror
Nightmares from the Deep 3: Davy Jones
Beach Bounce
Beach Bounce - Soundtrack
Beauty Bounce
Bunny Bounce
Club Life
Club Life - Soundtrack
Divine Slice of Life
Divine Slice of Life - Soundtrack
Echo Tokyo - Wallpapers
Echo Tokyo: Graphic Novel
Echo Tokyo: Intro
Highschool Possession
Highschool Romance
Magi Trials Deluxe Edition
Summer Fling
Summer Fling OST
Sword of Asumi Deluxe Edition
Knock-knock
Systematic Immunity
OddPlanet
The Quest for Achievements Remix
Moot District
Ceville
Mutiny!
Magic Trials Deluxe Edition
Hentai Zodiac Puzzle
PUZZLETIME: Lovely Girls
Girls of Hentai Mosaic
Girls of Hentai Mosaic - HQ Artbook & Wallpapers
Hentai Hexa mosaic
Hentai Hexa Mosaic - Soundtrack
Lady's Hentai Mosaic
Lady's Hentai Mosaic - OST
Lady's Hentai Mosaic - PNG Artbook
Pixel Hentai Mosaic
Pixel Hentai Mosaic - OST
Topless Hentai Mosaic
Topless Hentai Mosaic - OST
Topless Hentai Mosaic - PNG Artbook
Echo Tokyo: An Intro
Echo Tokyo - Wallpapers
Echo Tokyo: Graphic Novel
Last Anime boy: Saving loli
Witch College
Pleasure Airlines
Senpai Teaches Me Japanese: Part 1
Chibi Volleyball
My personal Angel
Riddled Corpses
Nandeyanen!?
AstroViking
?????2 / Seven boys 2
TimeTekker
Girls of Hentai Mosaic
Topless Hentai Mosaic
Hentai Hexa mosaic
Lady's Hentai Mosaic
Pixel Hentai Mosaic
Book Series - Alice in Wonderland
On Earth As It Is In Heaven - A Kinetic Novel
BAD END
Frank & the TimeTwister Machine
Linelight
Hook
Franchise Wars
Rush Bros
Grim Legends: The Forsaken Bride
Abyss: The Wraiths of Eden
Without Within 2
Cursed Sight
Beauty Bounce
Highschool Romance
Beach Bounce
Club Life
Echo Tokyo: Intro
Echo Tokyo: Graphic Novel
This Strange Realm Of Mine
Bot Vice
Eliosi's Hunt
Aspect
Grim Legends 2: Song of the Dark Swan
Crime Secrets: Crimson Lily
Grim Legends 3: The Dark City
Particle Mace
Secret of Magia
Sins of the Demon RPG
Splatter - Zombie Apocalypse
Airscape - The Fall of Gravity
Fate Tectonics
Battle Ranch: Pigs vs Plants
Earth Overclocked
Greyfox RPG
Wish -tale of the sixteenth night of lunar month-
Cursed Sight
A Winter's Daydream
Empty Horizons
Poker Pretty Girls Battle: Texas Hold'em
Pretty Girls Mahjong Solitaire
Pretty Girls Panic!
Mahjong Pretty Girls Battle
Boneless Zombie
Delicious! Pretty Girls Mahjong Solitaire
Koi-Koi Japan [Hanafuda playing cards]
Mahjong Pretty Girls Battle: Schools Girls Edition
Wild Romance
Pretty Girls Panic! (Chinese version only)
Pretty Girls Mahjong Solitaire (Chinese version only)
Slash or Die
Slash or Die 2
RepairBot
Stellar Interface
Trench Run
12 Labours of Hercules VII: Fleecing the Fleece (Platinum Edition)
A Dream For Aaron
A Duel Hand Disaster: Trackher
ARENA GODS
Adelantado Trilogy. Book Two
Adelantado Trilogy. Book one
Adventures of Dragon
Aircraft Evolution
Alice in Wonderland - Hidden Objects
Alicia Quatermain 2: The Stone of Fate
Alicia Quatermain: Secrets Of The Lost Treasures
Amelon
BAD END
BELPAESE: Homecoming
Battle High 2 A+
Beat The Game
Bitcoin Miner
Blind Men
BlowOut
Border of her Heart
Bottom of the 9th
Bravium
Brawlout
Broken Minds
Burnin' Rubber 5 HD
Chinese Ink Painting Puzzle & Creator
ClickBit
Coffee Crawl
Crashday Redline Edition
Crazy Pirate
Crisis in the Kremlin
Crystal Catacombs
Crystals of Niberium
Cube Zone
Cubiques
Cubiques 2
Curse: The Eye of Isis
Digital Resistance
Disparity
Drake of the 99 Dragons
E-Startup
Elbub
FreeHolder
Gladiator: Sword of Vengeance
Goldmine
Gothicc Breaker
Hentai Puzzle
Hentai Sokoban
Hide The Body
I.F.O
Inexplicable Geeks: Dawn of Just Us
Insert Paper: Update
Joy Climb
Judge Dredd 95
Krampus Quest
Krautscape
LOOT BOX ACHIEVEMENT SIMULATOR
Legend of the Skyfish
Lunch Truck Tycoon
MIND SHIFT
Maze of Infection
Mines of Mars
Mini Ghost
Mission: Escape from Island 2
Moto Racer 4
Moto Racer 4 - Space Dasher
Moto Racer 4 - The Truth
Navalny 20!8 : The Rise of Evil
Negligee
Neverliria
Next Hero
ORCS
PLATI NALOG: Favorite Russian Game
Panzer Hearts - War Visual Novel
Paper Shakespeare: To Date Or Not To Date?
Paradox Wrench
Penny Arcade's On the Rain-Slick Precipice of Darkness 3
Pixel Hentai Mosaic
Pixelpunk XL
Plant This
Q-YO Blaster
Questr
Ravensword: Shadowlands
River City Super Sports Challenge All Stars Special
Rot Gut
STATUS: INSANE
SUPER BENBO QUEST: TURBO DELUXE
Science Girls
Shadowgrounds
Shield Impact
Shout Of Survival
Spooky Cats
Store Simulator
Suna
SwordBounce
The Adventures of Elena Temple
The Bluecoats: North vs South
The God
The Last Dawn : The first invasion
The Lost Gardens
The Reject Demon: Toko Chapter 0 - Prelude
The Uncertain: Episode 1 - The Last Quiet Day
They Are Hundreds
Toy Odyssey: The Lost and Found
Usual John
Visceral Cubes
WeakWood Throne
Welcome to Princeland
Wings of Vi
World's Dawn
Zombie Desperation
the Line
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