GTA Online Diamond Casino Heist Setup Guide: Approaches ...

scope out casino all access points

scope out casino all access points - win

If I already did a heist as a leader in my arcade, and scoped out all POI and access points of the casino, and then buy a different arcade and setup a heist there, do access points and POI save or do I have to scope out casino all again?

submitted by butt_succ_man to gtaonline [link] [comments]

Cayo Perico Heist Guide (Edited)

Cayo Perico Heist Guide (Edited)
PRESS START<
Hey everyone since the update in GTA this newest heist has been the most profitable and easiest way to make money. So I wanted to create a guide to help others master this heist, and to help those who are struggling with it.
Note: This guide is for new players, first timers, and anyone who is struggling to complete this heist. Please use this as reference to deepen your understanding of the heist. If you have a better strat, more power to you. This however is my strat, criticism is welcome.
So to begin, you will have to buy the Kosatka (submarine), which is located on warstock for 2.2mil. It also has upgrades you can buy but the most noteworthy upgrade is definitely the Sparrow upgrade (1.8mil) this upgrade will make traveling back and forth much easier since your sub is located in the sea.
Noteworthy things about sub:
  • If you hover above your sub with a sparrow you can instantly enter it.
  • You can get free snacks at the cafeteria
  • You can fast travel; if you never completed the heist its 10k, after completion its 2k
  • Your toreador vehicle can enter through the bottom
  • You can call dingy if you can not afford the sparrow
After you get the sub you’ll be introduced to characters and will have to go to LSIA, where you will travel to Cayo Perico, after you arrive everything henceforth is pretty straightforward. After you escape the party you will have to enter the main island through the checkpoint ( Google Boom Gate), PLEASE DO NOT SWIM AROUND THE ISLAND. You will waste so much time doing so, just run through the gated door next to the checkpoint and avoid entering enemy cones, watch for vehicles and watchtower cones. The biggest things to scope out are the infiltration points and exfil points; the airport strip is already marked, the biggest point to scope out after you hack the cameras is the drainage tunnel. This will require swimming, the drainage tunnel is located on the coast of El Rubio’s compound you can dive and find it, Pavel will give you a vocal cue when you find it. When you are looking through cameras after hacking make sure to cycle through every camera, turning to find secondary points, stop until you get back to the Panther Cage. Don’t bother scoping anything else like bolt cutter’s or grappling hooks, because you will not need them. I added a map of Cayo Perico to show where everything is, please note that there are many ways to do this heist this is just my way of doing so. After you found the drainage tunnel and finished your objective, get caught and make your way to the airport strip to leave. Also note there are different Primary targets the first time will always be the files the second will vary, look in the tips for scoping out to see the rankings.

Credit to Sportskeeda
Tips for Scoping out
  • On your second time doing the heist you will start at the air strip. There are 2 dirt bikes located at the strip one by the entrance to the strip and one by the solar panels next to the power station. You can take the bikes and drive up and over the checkpoint to get to the communications tower faster. At the checkpoint to the left there's a little stone wall in front of the guards tower. You can drive the bike up the ledge and get over it, for a quicker way you can also drive the bike up the ledge a little bit in front of the wall to also get over.
  • If you solo, scope out any important secondary point. There's a secondary point in the airstrip hangar, at the entrance of the hangar look right to see the box you can climb, use this to get to the second floor to get the secondary point. (To clarify check the targets spawns and only mark coke and weed; do not mark weed at the strip and north dock only coke, mark weed at the main dock)
  • When you are heading to the communications tower to hack, pay attention to the guard, if there is a guard, the box is located up the tower, if there is no guard it's on ground level.
  • You can kill yourself or get caught to go back to the airstrip.
  • You can also poison the guards water supply to weaken them but unless you're going aggressive don’t bother.
  • There are boats out in water you can steal but I would only do this to scope out the drainage tunnel the first time.
  • You only need to scope infiltration points and exfils points once, secondary targets and tools must be scoped out every time.
  • Secondary targets and tools are RNG based so if you're looking for tool and it’s not there it’s because of RNG
  • Secondary Targets Rank: Gold>Cocaine>Paintings>Weed>Cash
  • These also will fill your bag different
  • Gold=66% Cocaine=50% Paintings=50% Weed=37.5% Cash=25%
  • The price for secondary targets are RNG based but Gold, cocaine, and Paintings have the most value
  • Secondary Targets Values are RNG based.
  • Gold=332k, Cocaine=220k, Paintings=189k, Weed=147k, Cash=80k-90kCredit goes to u/FMT_WL1
  • Primary Targets Ranked: Panther Statue 1.9M>Pink Diamond 1.4M> Bearer Bonds 1.1M> Ruby necklace 1M> Tequila 900k
Preps
In order to start the heist you must do preps, for this heist you can do however many you want but for this guide you will only need to do 5. Keep your sub in Los Santos until the fifth prep mission, if you decide to do the longfin prep you can keep your sub at Los Santos.
Prep 1/ The Cutting Torch:
This prep mission is pretty straightforward, head to the construction site and land close enough. Before heading in, try to locate the yellow hard hat and put it on, this will make the enemy non-hostile, which makes for an easy mission. Your job is to locate the torch in a tool box. You can find it by looking in the box, it's a blue torch, search the box and head back to your sub. Also when searching for the box try to avoid staying in the enemy cones for too long and bumping into workers because this will make the enemies hostile if you do these.
Prep 2/ Safe Code or Plasma Cutter
There are two missions. The mission will vary on your primary, if you have the bearer bonds it’s the safe code, anything else it’s the Plasma Torch.
Safe Code Mission: Head to the casino at the entrance, after entering turn left and enter the elevator (if you have a penthouse you can go up without entering the parking garage). You will have to find a car in the parking garage. It's a yellow cheap car, it never changes. After finding it you will get the card which will allow you to head up into the penthouses, after getting up there search for two guards and head shot with a suppressed weapon. If done right you will calmly walk into the apartment, you can then search the penthouse for the target, he will never change. It's a guy with a cowboy hat, kill him and leave the penthouse, you will have to fight your way out. If you slam into the entrance of the penthouse you will have to fight your way in. After getting the code get back to your sub.
Plasma Cutter Mission: This is pretty straightforward, for ease take your oppressor instead of your Sparrow for higher mobility. You will have to head to the office to get the plasma cutter, but it’s not there. Pavel will instruct you to find the board and take a picture of it, the board is easy to find. Afterwards he will locate them and ping it on your map, they usually always spawn near Vinewood hills or the beach. Take them out with your oppressor missiles and fly over the bag and leave cause they will spawn two cars to shoot you.
Prep 3/ Fingerprint Cloner: This mission is simple, you will have to head to a location on your map, outside are two cameras, ignore them and walk into the garage, after entering take cover behind the box forward and blind shot everyone with your shotgun. After the enemies are dead hack the laptop in the back and head to the archives. Outside the archives are cameras, shoot them and go inside. Pavel will tell you that you're looking for a small card, it always spawns in the back in the desk square, grab it and head back.
Prep 4/ Weapon Load out: Always buy the suppressors, as for which load out I suggest the Conspirator due to the sticky bombs (there is a bug where you will get suppressors without buying them, just in case purchase it to be safe). There are two possible missions you can be given. One is in Los Santos in an office, for the other you will have to follow a Valkyrie up North.
Weapons Possible Mission 1: Pavel will send you to an office in Los Santos you can either go through the ground entrance or the roof, I suggest the roof entrance but no matter what you will have to fight inside. Once inside clear the office and head to the back to find the gun safe, it’s always located left of the desk on the wall, hack the laptop on the desk and open the safe. Grab the weapons and leave. If you enter on the roof you can fly back but two chopper’s will spawn, shoot their gunman on the sides and hellies will be useless. Another suggestion is to leave immediately, and snack up to restore health. On ground level the hellies will still spawn again shoot the gunman and head back to the sub.
Weapons Possible Mission 2: You will have to head to Elysian Island to find the Valkyrie you do not need to stay close to it. You can predict it’s direction and head North to clear the camp on foot, also avoid destroying the Avenger and the Valkyrie. Do not destroy the Valkyrie until it becomes a target on your mini map or you will fail the prep. After clearing the camp head into the Avenger and kill the enemies, afterwards parachute out and leave before more Merrywheather show up.
Prep 5/ Kosatka: ( You can also do the Longfin, but I prefer Kosatka as an approach vehicle.)
This is a simple mission, after starting it head into your sub driver seat and fast travel to the nearest location near the ping. After you arrive dive your sub over to the location, once you get near get on your periscope and missile the boats and the helli. You can sink your sub and engage auto-pilot under water giving you better access to the enemies sub. Try to avoid beaching your sub on shallow water and put it in the middle of the yellow circle. Leave the driver seat and exit your sub, dive into the water and look for the other sub with a yellow marker on top. After entering the enemies sub you must locate the jammer. You have two paths, one on the right, this is usually where it spawns, take the ladder down and watch your corners cause enemies are brutal in this mission. After entering the engine room look for a black box with a blue screen at the bottom of the stairs if it's not there head back the way you came. Take the left path and make your way to the control room WATCH THOSE CORNERS. If it's not there head to the back of the control room and take the stairs down, follow the path it will lead you into the torpedo room, that another spawn. Leave and head back to your sub.
Prep 5/ Longfin
This mission is located in Los Santos basically you can take a phantom (Semi-truck) to the police station to pick up a boat of which you can use as an approach for the heist. This mission is simple: you basically go and pick up a phantom, afterwards you drive to impound to pick up the longfin. You will be met with enemies. The one I did was the cop impound, you can enter with your phantom and drive out. It's best to clear the area, and let the cops kill you for an easier delivery (you can't call Lester). You can use your own Phantom wedge to clear vehicles out of the way.
(during the heist you can use this get loot before you enter the drainage tunnel , this can be quicker way if your loot is out the way)
This includes the scope out and the preps
This includes the scope out and the preps
Tips For Preps
  • The biggest tip is the Sparrow, this will make prepping a joke, the only time you won’t need it is during the plasma cutter and Kosatka missions, but that's due to mobility.
  • You can see the cutting torch it’s blue
  • You can blow up the Valkyrie and end the mission to get the office mission to save time, I highly suggest this ( I do this mostly because you have to follow the helli up North and wait for it to land.)
  • The preps are the same, they never change
  • Save the Kosatka heist for last so you can do all 4 preps in Los Santos
The Heist
Time to Start the Heist. Go to screen and tab to Finale and shift over to continue to start the mission. Once you get to the selection process pick your options. It should be Kosatka or Longfin, Drainage, Drainage, Main docks or Kotsatka, and Day Time (there's very little difference between day or night). If you're playing with others you must hurry through the selection screen because if you take too long the cuts will reset due to a bug.
Squad Run
When you begin the mission you will have to make your way to the drainage tunnel, if you chose the Kosatka you will have to swim to the tunnel, but if you chose the Longfin you will have to drive the boat to the tunnel. Once you arrive you will have to cut the bars at the gate, a suggestion to do this is to go in a circle three times and cut whatever remains. Afterwards swim through the tunnel and enter the compound.
Compound
Once you enter the compound you will have two directions to go, the left or the right. My way is to go to the left, up the stairs is a guard next to the storage staring out at the water, head shot him and make your way to the courtyard. If you followed my instructions the two guards at the pool will be to your left. In the courtyard there should be a guard coming, wait for him to stop and head shot him. After that, ready your shot at the two guards at the pool, choose your target. Since you're in a squad, ready your shot, as a suggestion one person can count down from three to one to shoot at the same time to eliminate any mistakes ( these two guards usually drop the gate keys). The next is to eliminate the juggernaut, the way to identify him is by his red cone and red skull icon. He can be killed by a single headshot, if you and your squad were quick with the guards at the pool he should be arriving, take him out. In front of the pool there are two separate guards, one will be in front of the office building to identify him, the camera is facing the pool, if you time it correctly he will be to the right of the camera making for an easy elimination. The other guard is North East of the front of the pool, or to the right of the guard you just killed. You can eliminate him if you want too, the reason I do so is because me and my mates can all access the storages without worry. Next are three guards at the office, to identify them they will have red cones. One of the guards will be moving North towards the main gate and then will move South towards the pool. You have two options, one is to wait for him to head North and take him out, or you can head shot him when he’s coming South. To achieve this there are stairs directly in front of the pool, if you take the stairs up to the right you now have enough elevation to see the guards head ( this is tricky to explain which is why I will also have a video example for visual clarification.) After taking the guard out you can head up the stairs into the office area, once up the stairs head to the right, for clarification the pool will be to the left and main gate to your right. Head down the corridor if you have done this correctly the guards back will be facing you, take him out. To your left are stairs that leads to the office, take them up, at this point the guard at the top will start to move. You have two options, one you can wait behind a corner and hit the guard or if you are quick enough the guard will stop for a brief moment, giving a chance for an easy headshot. At this point you can enter the office, where you can grab the second keycard, the first keycard is dropped by any guard you have killed ( it usually drops on the first kill, but this is RNG based). In the office there are three things you can do, one is you can hack the elevator which leads to the basement, ignore this hack. The other things are either a painting that can randomly spawn in the office, and a safe on the right wall in the back of the office. Open the safe to get anywhere between 50k to 100k, THIS DOES NOT TAKE SPACE. When you have everything, start to loot up and fill your bag by going to the storages located around the compound, to open the storages you will need the two keycards and two people. You and your squad mates will have to swipe your card at the same time to open the door, another suggestion is to use the three to one countdown to sync swipes. The South Storage will have a guard moving, the guard is located to the left of the two guards you killed at the pool, take him out and watch for the camera. After you are done, please make sure to save space for the basement storage, make your way to the basement gates, they are located beneath the office building to the left and right, it does not matter which gate you choose. Once you are in the basement you will be presented with a hack, it may look daunting but in fact it is rather simple, I suggest matching the top first and making your way down. Afterwards loot up and grab the Primary Target, it is really straightforward to do so. At this time Pavel will tell the players that more guards have arrived, if you have followed thus far, you do not have to worry. Exit the basement, and head North to the main gate there should two guards, one will be moving the other stationary. You can take the stationary guard, you can also take the guard moving but if you and your squad can make it to the gate without doing so, go ahead. The host will be prompted to select the escape route, select it and a cutscene will begin. After you will be located outside the compound.
Kill in this order
Outside The Compound
You and your squad will be outside, if you are satisfied with your loot head left to the coast, you can jump off the cliff into the water. Once in the water you can swim off the island ,just keep heading straight and eventually you will have escaped. You can also try to steal a boat; note that some have claimed that boats may not spawn but if you manage to grab a boat this can make getting to and from much quicker. If you are missing loot head forward and take the guard next to the bike out, one person will have to head left toward a guard near a helli take him out and plant four stickies on the chopper. At the same time the other members will turn right towards the checkpoint, there should be three guards two together and one separate, and a camera behind the two guards. Take the one separate out, then the two guards, and the camera. Around the checkpoint are three bikes plus the bike with the very first guard killed. One of the bikes is hidden to the left of the checkpoint booth the other is directly in front. Start making your way towards the main docks, turn right into the jungle the moment you leave the stopping checkpoint. Pay attention to the guard tower to your right and avoid his cone, at this time Pavel will tell the squad that El Rubio’s helli is on the move, activate the stickies and he will retreat away from the island. Once you are close enough to the docks go on foot, your objective is to loot and take the boat off the island. There are two secondary loot locations, one is a warehouse with a guard and camera outside, take them out and loot. The other is located to the right with two separate guards, please refer to Sportskeeda map to see the location. Take them out and loot. Afterwards there are 3-4 guards you have to take out at the docks, to leave without alerting the guard. Two guards standing next to the boat, and one or two stationary guards looking out at the water. After clearing the guards, grab the boat and escape Cayo Perico. Congrats you have now completed the heist.
Note: You can approach the compound in any way you choose, my way is a bit complicated but with practice you can clear the compound at the same time as other routes. Feel free to adjust the route in anyway, my route is just a reference to get an idea as to how to approach the compound.
Note: I do it the same exact way when I solo, but since I’m solo I can skip guards and head to my objective. For the Solo run I go for cocaine, you NOT have to do this. I do this to maximize my profit, and since I am competent in my abilities I can clear the mission without many mistakes.
Solo Run
The strat is the same except it will be harder to take out the two guards by the pool, the major difference is you can not open the storage's to get gold or loot, you might be lucky to get painting in the office but that's RNG. A good tip when taking on double guards is to find a good angle, after killing one the other will flinch, he will prop his head up giving you the shot. You can scope the rest of island to find the most profitable loot which is cocaine, if there is none then get weed and cash (by scoping out I’m referring to checking the spawns for coke, if there is none at North docks and the Air Strip I ignore them, I do not mark every item only Coke and any profitable items at Main Docks). After leaving the compound there will be a guard in front of you next to a bike, kill him. Turn left and head to the next guy next to a helli, kill him and plant four stickies on the heli, do not activate them yet. Go back the way you came, there will be three guards at a checkpoint two together, one standing away. Kill the one standing away and then prepare to kill the two guards, after their dead shoot the camera and jump over the stop rail. You will have to be quick because a car will drive towards the checkpoint so make sure to do all that quickly. You have two options: you can swim off the island and finish the heist, or you can head to Main Docks to fill your bag. If you chose the latter run North East into the jungle towards the guards tower, but far enough away so he can’t see you. On your way to Main Dock Pave El Rubio helli will show up on the map, wait for Pavels vocal cue when he tells you that Rubio is in his helli, and then activate your stickies, boom Rubio will retreat. Now you can make it to your objective in peace. You can loot at the Marijuana fields but you may have to take out three guard towers and a single camera, as well as two guards near the fields. I’ll leave this to your gut if you think you can make it to the warehouse without messing up please do so. If you want to head to North Dock and the Airstrip you either can swim there which will eat a lot of time or you can take the boat at the docks to get there faster. Trade off is that if you swim it will take up time, but if you take the boat you will have to clear out guards to safely remove the boat from the dock. If you are satisfied with anything you get then just clear the area with loot and swim or steal the boat. This is for the Airstrip if you do not plan on going here IGNORE this. The Airstrip is an easy place to navigate since a lot of the guards are far from each other so you can clear the airstrip easily. There are two loot spawns one at the hangar with one guard, and a warehouse with two separate guards. There's guard outside the hangar kill him, and go inside, if your loot is on the second floor, look for a forklift and pick up a box lift and it up then press the box against the back of the hangar below a blue tarp you can then climb the lift and the box to get access to the loot. The other airstrip loot spawn is an easy place to clear, one guard will be moving you can head shot him from the hangar, at the warehouse there’s a camera shoot it and inside the warehouse is a guard questioning his career choice, kill him. If you need to head to North Dock head there by bike or by foot, you can loot without killing any guard. After you're done just swim off the Island, or take the boat. Congrats, you have just completed the heist solo.
Note: I will be adding a second strat to clear the compound, the reason for this is because a Redditor provided the strat. I do not mind adding his strat, but I must remind everyone that you can tackle the heist in any way you feel comfortable with.
I missed that gate keys, so I killed more than I should have.
Solo Run Second Strat:
Essentially, it is the same as the other one, except for going left you go right. Your first target are the two guards at the pool. They should be to the right of you, find a good angle and head shot the first one, wait for the second guard to finish flinching and kill him. The juggernaut should be making his way towards you, wait for him to exit the camera’s view and kill him. If the gate key drops pick it up and kill the guard in front of the pool he should be past the camera. Take out the camera and wait for the moving red cone guard to turn his direction North, once he turns around go up the stairs and kill him. Move towards the second red cone guard his back should be facing you, hit him and ascend the stairs. The last guard on top should be moving. You can either wait behind the corner and hit him or speed around the corner to head shot him, it’s up to you. Loot the office safe and make your way to the basement. Finally, use the gate keys to open the basement, hack and grab the primary target. Afterwards head up towards the main gate, a new guard will spawn, you can wait for the moving guard to move out of range, and kill the stationary guard. From there you can run to the gate and exit the compound.
I had brain fart at the hacking lmao
Heist Tips
  • You can swim off the island from any direction
  • You can steal boats for faster escape but that's up you
  • You can sticky El Rubio’s helli for to get him to retreat
  • In the compound you can jump ledges after clearing the enemies
  • For double guards, get a good angle after you head shot one guy the other will flinch, you can get the shot slightly after, or you can risk shooting him until he’s dead.
  • Guards do not react to dead bodies, in day time their visibility is the same as night, an Isolated guard can’t alert if everyone is dead. You can run, guards will only react if you're close, if you miss a shot and it gets near a guard or makes noise this will alert.
  • You can jump into the ocean to die quickly if you alert inside the compound
  • If you find a key you can open the desk to get a golden gun
  • If your underwater and a patrol boats cone is on you, they can’t see you
  • Cones can be obstructed by objects
  • ? Civilians may be able to alert guard?
  • Solo is more profitable than playing with friends due to not sharing a cut
  • If you don’t have to kill don’t, less interaction is good
  • Being stealthy is the best way, if you alert restart
  • You can aim in and hold the sprint button to walk faster
  • To activate hard mode, you have to start the heist when it becomes available
  • Try to avoid killing guards near the camera cones, the reason being is because this can alert the guards if the camera sees the dead body. Ironically, guards do not alert they seem one.
Game Over>
That's it ladies and gentleman, I hope this guide has helped anyone. I’m aware I’ve definitely went too in depth in this guide but I enjoy making it, Happy Grinding -Leaus
submitted by Leaus- to gtaonline [link] [comments]

Covid-19 Update for December 8: 1,727 new cases, 1,397 recoveries, 9 deaths + Announcement of additional mandatory measures

Data is taken from the Covid-19 portal and today's availability by Dr Deena Hinshaw, Premier Jason Kenney, Minister of Health Tyler Shandro, and Minister of Jobs Doug Schweitzer. Dr Hinshaw's next availability is tomorrow.
There are currently enhanced measures in effect for multiple regions of Alberta and have been enhanced as of today. This link provides a quick summary of which ones are in effect for different regions of Alberta.
Top line numbers:
Value Current Change Total
Total cases +1,727 71,379
Active cases 20,388 +321
Cases with "Unknown source" 10,575 (83.9%) in last 7 days +427 (+0.4%)
Tests +19,071 (~9.06% positive) 2,410,675
People tested +7,433 1,534,783 (~355,521/million)
Hospitalizations 654 +45/+35 based on yesterday's post/portal data 2,325 (+64)
ICU 112 +4 413 (+10)
Deaths +9 (4x 70-79, 5x 80+) 640
Recoveries +1,397 51,000
Spatial distribution of people tested, cases, and deaths (since yesterday):
  • All other values are compared with respect to yesterday
Zone Active Cases New People Tested Total New Cases Total New Deaths Total
Calgary 7,529 (+57) +2,654 621,003 +583 28,946 +2 215
Central 1,526 (+53) +1,005 134,204 +176 3,881 +1 20
Edmonton 9,383 (+193) +2,664 513,626 +791 29,901 +5 304
North 1,212 (+65) +739 143,747 +165 4,757 +0 51
South 646 (-8) +307 97,153 +57 4,307 +1 50
Unknown 92 (-39) +64 25,050 -45 236 +0 0
Spatial distribution of cases for select cities and regions (change since yesterday) (cities proper for Calgary and Edmonton):
City/Municipality Total Active Recovered Deaths
Edmonton 24,542 (+625) 7,586 (+151) 16,692 (+469) 264 (+5)
Calgary 24,245 (+507) 6,490 (+117) 17,562 (+388) 193 (+2)
Brooks 1,296 (+2) 24 (-4) 1,258 (+6) 14 (+0)
Lethbridge 1,175 (+22) 259 (+9) 909 (+13) 7 (+0)
Fort McMurray 906 (+20) 222 (-3) 682 (+23) 2 (+0)
Red Deer 832 (+45) 373 (+18) 449 (+27) 0
High River county 658 (+2) 49 (-6) 602 (+8) 7 (+0)
Grande Prairie 562 (+15) 106 (+10) 451 (+5) 5 (+0)
Mackenzie county 447 (+4) 19 (+4) 415 (+0) 13 (+0)
Medicine Hat 334 (+11) 89 (-3) 240 (+14) 5 (+0)
I.D. No 9 (Banff) 324 (+8) 109 (-14) 215 (+22) 0
Cardston county 200 (+2) 37 (-2) 157 (+4) 6 (+0)
Wheatland county 146 (+1) 6 (-1) 140 (+2) 0
Warner county 137 (+1) 30 (-2) 105 (+3) 2 (+0)
Wood Buffalo municipality 111 (+1) 8 (+0) 103 (+1) 0
Rest of Alberta 16,113 (+461) 4,981 (+47) 11,010 (+412) 122 (+2)
Other municipalities with 10+ active cases is given at this link
Schools with outbreaks are listed online.
Quick numbers (as of today):
  • 108 schools are on Watch (+2)
  • 141 schools have 2-4 cases (+10)
Spatial distribution of hospital usage (change based on yesterday's post):
  • Hospitalization zone are where the patient is receiving care, not zone of residence
Zone Hospitalized ICU
Calgary 198 (+14) 34 (+2)
Edmonton 357 (+22) 66 (+3)
Central 50 (+3) 6 (+1)
South 18 (+4) 2 (-1)
North 31 (+2) 4 (-1)
Statements by Premier Kenney
Opening Statements
  • Here to lay out additional health measures which are necessary to protect healthcare system and save lives
  • Alberta has faced most of the year with lower levels of spread, hospitalizations, and fatalities
  • Having said that, last few weeks are different
  • Incredible work is being done by healthcare workers in face of this
  • Delays in surgeries have occurred, which for some may result in a shorter lifespan
  • Not doing anything now will result in continued growth of hospitalizations and further strain on healthcare
  • On advice of chief medical officer, restrictions have occurred. Government realizes that this can impact businesses and cause adversities
  • Knows many feed policies are unjust and why provincial government has stressed education first instead of using policy
  • On the other hand, while space can be made, it will have further health impacts (e.g. running out of capacity in hospitals)
  • If stronger action isn't taken now, hundreds or thousands more Albertans will die
  • Data appears to suggest a stabilization (around a reproductive factor of around 1.2), but that isn't enough
New Restrictions
  • As of today, all outdoor and indoor social gatherings are banned
  • The mask mandate will expand to all indoor places, with exception of rental homes and farm operations
  • As of December 13th, 12:01 AM:
  • (1) Retail, grocery stores, and shopping malls are restricted to 15% of capacity, down from 25%. Kiosks are open for takeaway service only. Malls cannot be used for socialization and shopping only
  • (2) Places are worship to 15% occupancy with previous restrictions applying. Online and drive-in services are still recommended
  • (3) Restaurants, pubs, bars, lounges and cafes are restricted to takeout and delivery services only. This will open up their access to provincial and federal supports
  • (4) The following will be closed:
  • (4a) Gaming centres (e.g. - casinos, bingo halls, gaming entertainment centres)
  • (4b) Recreational facilities
  • (4c) Indoor entertainment (e.g. libraries, science centres, water parks)
  • (4d) Trade centres
  • The restrictions do not apply to service visits, healthcare, or childcare .
  • (5) All Alberta employees must work from home unless employer requires physical presence for operational reasons (up from a recommendation)
  • No changes to schools beyond what was previously announced
  • These are all province wide and will be in effect for 4 weeks
  • Goal has been to be targeted. However, the whole province is seeing significant spread
Christmas
  • Knows the holidays are important for many people
  • The hard truth is that the single source of spread is at-home gatherings
  • If we let people gather for Christmas, we'll see a spike in cases
  • We can't let that happen, so please follow the gathering restrictions previously noted (only in-household or with 2 close contacts if you live alone)
Increased Enterprise Support
  • This isn't the fault of anybody who followed the guidelines
  • Until the contact tracing system was overwhelmed, we didn't see it being the fault of business owners
  • But we are seeing spread so widespread, it doesn't matter how careful you were
  • These are decisions are a last resort
  • Knows this impact will be real. So financial support for small and medium size enterprise
  • 4x growth in small and medium enterprise relaunch grant, while lowering eligibility from 40% of revenue lost to 30%. This will also be retroactive to March
Closing Statements
  • Thanks Albertans for their work for most of the past 9 months
  • We are seeing the end with vaccination possibly beginning in weeks...the end is in sight
Q&A
  • Why now, instead of two weeks ago?: Goal is to reduce contacts, assuming Albertans respond. This should be a very strong message and reduce transmissions. Measures have been increasingly harsh because each restriction creates harms, will hurt people who have sunk all their money in a business, and potentially increase self-harm. So this is a last resort
  • Why keep retail open instead of just curbside?: Encourages curbside, but some people may not be able to live without basic goods. Even most stringent policies around the world have kept retail open in some capacity. Feels the designation of essential and non-essential businesses in spring was a mistake
  • Why is cabinet being transparent about the reproductive value (R or Rt)?: Are preparing ways to publicly present this data, as well as healthcare capacity. Targeting next week
  • Do you think the softer measures before will cost lives/make economic recovery more difficult?: Shutting down early would have had significant impacts. Thinks it'd be a huge mistake to draw correlations between strictness of restrictions and outcomes and that there is a reasonable balance being stuck
  • Since you defined Covid representing "a tiny percent" of deaths, 300 deaths have occurred. There have been significant growths in hospitalization and cases. Do you take personal responsibility?: Rejects the premise of the question and calls it more of an "NDP speech". Feels the province has done more than other jurisdictions, especially early on. Also notes that BC, who has a government of opposite end of the political spectrum, has had a similar approach
Statements by Minister Shandro
Additional Details on Health Measures
  • Goal is to limit in-person interaction
  • Retail restriction has a floor of 5 people
  • Ski hills can remain open, provided restrictions are followed
  • Realizes that this is a lot to take in, but person-to-person exposure is fuelling the spread
  • We need limit contacts and be aware of the situation around you (even outdoors or at the grocery store)
Q&A
  • How does outdoor gathering ban even work?: Goal is to restrict social gatherings. So do not socially gather indoors or outdoors. If they gather in a park or on the sidewalk, that isn't allowed. Difficulty will certainly lie in enforcement and hopes it won't need to be used. It will be up to law enforcement to determine if they feel they need to use it
  • (Additional comment by Dr Hinshaw: Intention is to prevent group social activities. Not prohibited is fitness activities provided distancing occurs)
Statements by Minister Schweitzer
Opening Statements
  • Wants to make people aware that there will be significant impacts. This is not lost on anyone in government
  • Knows many people are impacted because people have ignored public health orders.
Additional Details on Small Business Supports
  • 40% may not be able to re-open after these closures without supports
  • Small businesses may now qualify for $20,000 support (up from $5,000) with a decrease in revenue lost to 30%
  • An additional 15,000 businesses should be able to qualify for this (totalling 500 million dollars)
Q&A
  • How many people will be affected with these restrictions?: ~30,000 businesses will be affected. Will be seeing how many people
Statements by Dr Hinshaw
Cases
  • 426 schools have active cases (~18%) with total of 1,701 cases
  • 108 schools on watch list (5+ active cases)
Edmonton Zone
  • The Royal Alexandra Hospital has decided to place facility on "Watch" status as a precautionary measure
  • Hospitals are safe places to receive care, but be aware that staff are under extreme stress
  • Edmonton Zone will enact additional measures:
  • (1) Postponing up to 60% of non-urgent surgeries (up from 30%)
  • (2) Diagnostic imaging may be reduced by up to 40%
  • (3) Ambulatory visits and procedures may be reduced as needed
  • AHS will contact those who are impacted
  • This is why these measures are needed and a sign of how Covid may impact more than the ill
Scope of the Situation
  • If you gathered all the people who have tested positive, it would be the 5th largest city in Alberta
  • 1/3 people have been tested
  • On October 8, positive rate was 1.34% with 184 cases in province
  • Today, positive rate is 9% and 7 day average is 1,785
  • Outbreaks in almost all group settings
  • People from 1 to 108 have been infected
  • Knows restrictions will impact many people
  • The fastest way to get there is to embrace these restrictions
  • Knows many people have embraced already, but everybody will need to do more
Q&A
  • Why do we think these measures will work, after the last two rounds?: This is the most significant round of restrictions. Points to Israel as an example (who shrunk their cases faster than even their first wave). Target will be to bring the health system out of risk
  • If someone is coming in from out of province, is that allowed?: If it's someone from out of province, it isn't allowed
  • A follow up question noted an example of family members in Alberta were quarantining were 2 weeks before Christmas. Challenge is that enforcement of a "quarantine" will be difficult to control. Province is saying "gathering for Christmas" won't be allowed with people who don't live in the home. Knows it's a big imposition but any suggestions like in the question may cause a Thanksgiving-like increase in spread
Additional information will be logged below:
submitted by kirant to alberta [link] [comments]

The USA PATRIOT Act: The Story of an Impulsive Bill that Eviscerated America's Civil Liberties

The USA PATRIOT Act provides a textbook example of how the United States federal government expands its power. An emergency happens, legitimate or otherwise. The media, playing its dutiful role as goad for greater government oversight, demands "something must be done." Government power is massively expanded, with little regard for whether or not what is being done is efficacious, to say nothing of the overall impact on our nation's civil liberties.
No goals are posted, because if targets are hit, this would necessitate the ending or scaling back of the program. Instead, the program becomes normalized. There are no questions asked about whether the program is accomplishing what it set out to do. It is now simply a part of American life and there is no going back.
The American public largely accepts the USA PATRIOT Act as a part of civic life as immutable, perhaps even more so than the Bill of Rights. However, this act – passed in the dead of night, with little to no oversight, in a panic after the biggest attack on American soil since Pearl Harbor – is not only novel, it is also fundamentally opposed to virtually every principle on which the United States of America was founded. It might not be going anywhere anytime soon, but patriots, liberty lovers and defenders of Constitutional government should nonetheless familiarize themselves with the onerous provisions of this law, which is nothing short of a full-throttle attack on the American republic.

What’s Even in the USA PATRIOT Act?

What is in the USA PATRIOT Act? In the Michael Moore film Fahrenheit 9/11, then Rep. John Conyers cracked wise about how no one had actually read the Act and how this was in fact par for the course with America's laws. Thus, before delving into the deeper issues surrounding the PATRIOT Act, it is worth discussing what the Act actually says. Here’s a brief look at the 10 Titles in the PATRIOT Act:
Most of the provisions of the USA PATRIOT Act were set to sunset four years after the bill was passed into law. However, the law was extended first by President George W. Bush and then by President Barack H. Obama. The latter is particularly scandalous given that, at least in part, a rejection of the surveillance culture that permeated the Bush Administration was responsible for the election of Obama in 2008.

Passing the USA PATRIOT Act

Next, it’s important to remember the environment in which the USA PATRIOT Act was passed: Post-9/11. It is not the slightest bit of exaggeration to label the environment in which the PATRIOT Act was passed as “hysterical,” nor is “compliant” a misnomer for the Congress of the time. Opposition to the Act was slim and intensive review of one of the most sweeping Acts of Congress in American history was nonexistent.
All told, Congress took a whopping six weeks drafting, revising, reviewing and passing the PATRIOT Act. That’s less time than Congress typically spends on totally uncontroversial and routine bills that don’t gut the Fourth Amendment. The final vote found only 66 opponents in the House and one (Wisconsin Democrat Russ Feingold) in the Senate. The entire passage of the PATRIOT Act, from start to finish, took place behind closed doors. There were no committee reports or hearings for opponents to testify, nor did anyone bother to read the bill.
“Uniting and Strengthening America by Providing Appropriate Tools Required to Intercept and Obstruct Terrorism” is the bloated and overwrought full name of the bill, crafted by a 23-year-old Congressional staffer named Chris Cylke. This ridiculous name puts the focus not on the surveillance aspects or the erosion of basic civil liberties enshrined in Western society since the Magna Carta, but on patriotism. At the time of its creation, the messaging was very clear: Real patriots support massive intrusions on civil rights. As President George W. Bush said at the time, “Either you are with us, or you are with the terrorists.” This sentiment very much seemed to apply to American citizens.
While the argument that if you have nothing to hide you shouldn’t fear investigation is anathema in a Constitutional republic with regard to citizens, it should be standard operating procedure when it comes to our organs of government. If we cannot expect transparency from the United States Congress – elected officials charged with representing the will of the people and protecting the Constitution – then we certainly can’t expect it anywhere else.

The Unfortunate Growth of the USA PATRIOT Act

It’s no surprise to those in the liberty movement that given an inch, the government (in particular the military-intelligence community) took a mile. Even the nebulous definition of “terrorism,” largely centered around a long litany of acts rather than the motivation behind them, has expanded to include receiving military training from a proscribed organization (without actually committing any terrorist acts or even acts of violence of any stripe) as well as “narcoterrorism” – the latter particularly convenient, as the United States government continues its losing “War on Drugs.”
Indeed, in many ways, the War on (Some) Drugs was the template for the War on Terror. Both wars have no defined enemy, no defined terms of victory. Instead, they are waged against a nebulous concept, while enjoying bipartisan support for their ever-expanding budgets. What’s more, it didn’t take long for the Feds to start using the USA PATRIOT Act for things it was never intended for, including prosecuting the War on Drugs.
Perhaps the silliest application of the USA PATRIOT Act is the prosecution of Adam McGaughey. McGaughey maintained a fansite for the television series Stargate SG-1. The Feds charged him with copyright infringement and computer fraud. In the course of their investigation, the FBI leveraged the PATRIOT Act to get financial records from his website’s ISP. This was made possible by the USA PATRIOT Act amending the Computer Fraud and Abuse Act, allowing for search and seizure of ISP records.
The New York Times discovered in September 2003, that the USA PATRIOT Act was being used to investigate alleged drug traffickers without what would otherwise be sufficient probable cause. These were investigations into non-terrorist acts using a law ostensibly designed to investigate terrorism. There was some suspicion that the Act was being used to investigate crimes occurring before the Act was passed, violating the ex post facto clause of the United States Constitution.
In one of the biggest power grabs (excluding virtually everything we know from Edward Snowden – more on that below), the FBI sent tens of thousands of “national security letters” and procured over one million financial records from targeted businesses in Las Vegas. These businesses were primarily casinos, car rental bureaus and storage spaces. The data obtained included financial records, credit histories, employment records and even people’s personal health records.
The FBI maintains and databases this – and, indeed, all information collected through the USA PATRIOT Act – indefinitely. In the good old days before the PATRIOT Act, the Feds were compelled to destroy any evidence they collected on someone later found not guilty of a crime. Note that the aforementioned data collection brought to public attention by Edward Snowden (which, again – we’re getting to that) falls under this provision. Not only is the government collecting obscene amounts of private and personal information about you, they’re also storing it indefinitely with no plans to stop.
What’s more, the FBI has approached public libraries to turn over the records for specific terminals, collecting information not about specific users who might be under investigation, but about anyone who has ever used the computer at the public library. Libraries, to their credit, have been very much at the forefront of resistance against the PATRIOT Act, with some litigating compliance despite operating on small budgets and others posting “canary letters,” which effectively say “The FBI Hasn’t Been Here Yet.” The removal of such a letter would warn patrons that the FBI has been sniffing around in their records.
Indeed, the greatest criticism of the PATRIOT Act is the simplest and perhaps most obvious: Why does an Act ostensibly passed to fight terrorism so drastically expand the government’s power to investigate virtually everyone else? The PATRIOT Act is not merely unconstitutional, it is an unprecedented expansion of state power in the Anglosphere, a culture based on restricted government and the primacy of individual rights.
An excellent example of this is the Foreign Intelligence Surveillance Act (FISA) expansion. Most people are familiar with the term “FISA court,” but very few people actually know what it is – a special federal court created under the Carter Administration that grants approval of electronic surveillance of both citizens and resident aliens in the event that they are accused of acting in the service of a foreign power. The last part of this sentence is very important: The FISA courts are not simply for allowing surveillance of anyone that it might be expedient to collect information about. The scope of their powers is very, very limited.
Or was.
The PATRIOT Act lowered the burden of evidence required to obtain a FISA warrant for electronic surveillance and expanded the overall scope of the FISA courts. Any savvy federal agent can now drape his charges in the garb of (what else?) “national security” and obtain electronic surveillance privileges hitherto only dreamed of by investigators. FISA courts have become pliant tools in the hands of the Feds, gladly approving their requests to monitor phone and internet surveillance, as well as access to medical, financial and educational records.

The Future of the USA PATRIOT Act

Do we still need the PATRIOT Act? Did we ever? All laws are certainly a product of their times. But this seems much more acutely true of the USA PATRIOT Act, which was passed in a rush and under duress without due consideration.
Particularly in light of the revelations from Edward Snowden – that the government is spying on everything they possibly can – it’s worth asking if there’s any walking back. He points out that the police state apparatus was originally for drug dealers, then for terrorists, but ultimately ended up being applied to anyone and everyone.
What’s more, Bob Bullard notes another frightful aspect of the USA PATRIOT Act: Terrorism-related cases are not subject to the Freedom of Information Act. This means that there is little or no oversight. There is no surer hallmark of a police state than an all-powerful domestic surveillance agency with no transparency or oversight. While the USA PATRIOT Act might not create an American Stasi as such, it certainly paves the way for one.
Continue reading The USA PATRIOT Act: The Story of an Impulsive Bill that Eviscerated America's Civil Liberties at Ammo.com.
submitted by ammodotcom to Libertarian [link] [comments]

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

[FNV] How to fix hitting the memory ceiling? Getting lots of Out of Memory CTDs.

When I was about to start a new playthrough, I initially loaded up heavily on mods. Way too heavily, in hindsight.
Had multiple quest mods that added NPCs. Mods like The Living Desert that added even more NPCs. Versions of mods like Uncut Wasteland that adds even MORE NPCs.
Had texture packs, as well. (NMC Small and Poco Bueno).
Almost immediately I would get hit with an "Out of Memory!" followed by a CTD.
Okay, fine, maybe I've got too much intensive stuff going on. I get it.
So I got rid of both texture packs, got rid of nearly every major mod I had that added NPCs except for a couple I wanted to keep, and things seemed to be going okay until...
Bam. Again. "Out of Memory!" -- CTD.
Compared to the load orders I see other people have, I know for a fact my list is light -- In the sense that I don't have many "overhaul" mods, I don't have mods that upscale textures (aside from WRP), and no mods that throw hundreds of NPCs on the screen at once
The majority of what I've downloaded are miniscule in both scope and in file size. You'll see in my Mod List below. Most of it is minor mods that either tweak certain gameplay elements, fix certain bugs or issues, or simply add individual items.
And I know for a fact that I installed ALL of the essentials correctly (NVSE, NVAC, NVTF, 4GB Patcher, JIP-LN, YUP, JohhnyGuitar NVSE, MCM, etc.), I followed Gopher's 2020 Modding Guide on YouTube to the letter.
The only thing I didn't install from his guide was a mod to change the UI -- I had a bad experience trying to mess with installing a UI mod a couple years ago, resulted in me having to uninstall and reinstall my entire game because I screwed up. I've sworn off from UI mods since then, I'm fine with just using the Vanilla UI.
I'm not running an ENB, either.
Regardless, after about 30 minutes of playtime, or, more often, entering/exiting interiors, I'm quickly greeted with O.O.M. messages.
Here's my Mod List:
________________________
ADAM Reborn
Alex's Backpack Mod
Black Mountain Dish Explosion Restored
Clarity - Orange Tint Remover
Colonel Autumn Preset
Dead Money Missing Return Options v2
Distributed Necklaces and Chains
Economy Overhaul
Explorer Perk Extended
External Frame Backpack
Fix for the Legion Armors
FOV Slider
Free the Slaves
Fuckable Companions
Functional Post Game Ending
Gas Masks of the World
Gun Runners Arsenal Merged
Honest Hearts Letter
Honest Hearts Rain
Intimacy Overhaul
JIP Improved Recipe Menu
Just Loot Menu
Just Vanilla Sprint
Legion Quests Expanded
Lonesome Road True Faction Allegiance
Mojave Raiders
Mojave Wildlife - FO3 No Chanced Spawns Version
More Beard and Moustache Options
NCR Trooper Overhaul
No Peep Sight
No Rain in Lucky 38
One HUD
OneTweak (Fake Fullscreen)
Prerelease Restored
Primm Reputation Restored
Project Nevada (Yes I know, it's an old mod, I'm just using it to get access to the equipment like the added guns, I've disabled pretty much every Core feature it attempts to implement, and I only have the Core, Equipment, and Rebalance modules installed)
Rainy Days V2
Real Recoil
Reload Animation Fix
Return Vance's Gun
Russell
Simple DLC Delay
Sneering Imperialist Expanded
Stewie Tweaks
The Courier (Armor Mod)
UIO
Ulysses Bark Fix
Uncut Wasteland (The version that doesn't add extra NPCs)
Unofficial Patch NVSE
Wasteland Seeker Armor
Weapons Animation Replacer
Weapon Mesh Improvement Mod
Weapon Retexture Project
Weapons of the New Millennia
___________
Any relevant patches that exist for any of those mods listed above to ensure compatibility with other mods have already been downloaded and taken into account.
I know that just from taking a first glance at my mod list, it looks like a lot.
And yeah, I never said it was a "minimal" load order, but I like to think that it's still a pretty light load, especially since I've seen other people's load orders here. And I've seen the kind of intensive stuff they run in the game.
And like I said, I originally had a bunch of stuff like Crowded Casinos, The Living Desert, Less Empty Primm, quest mods like New Vegas bounties, Courier's Cache, Depths of Depravity, etc. --- And all of that stuff has since been cut out of the list in order to lighten the game's strain.
Literally the only NPCs I'm adding to the game, at this point, are more raiders in certain locations with Mojave Raiders, more animals in certain areas with Mojave Wildlife, and maybe a couple extra actors through Prerelease Restored and Uncut Wasteland. But surely, that's not enough to be making my game shit the bed, right? What could be going on that's causing these Out of Memory Crashes?
My mod manager of choice is Vortex, for reference. Again, I followed Gopher's guide for modding New Vegas, and he used Vortex as well. So if you've got a problem with me using Vortex and wanna tell me all about how I should be using Mod Organizer 2 instead, take it up with Gopher. I personally prefer Vortex anyways. Has never given me more headaches than MO2 did.
If anyone has any advice on how to handle this Out of Memory issue, I'm all ears. I've tried to narrow down my mod list to only the stuff I truly desperately want to keep in the game, but if there's something I need to get rid of I'm willing to do so.
And I should mention I am playing this game on a gaming laptop that runs both this game and several newer titles perfectly fine. I'm not trying to run this game on a toaster, I have a heavily modded Skyrim Special Edition that also runs just fine, so it's not like my machine has a predisposition against Gamebryo engine, or anything like that.
Thanks for reading.
submitted by Valen_1138 to FalloutMods [link] [comments]

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

Diamond Casino Heist Guide

Please, whenever possible, link this post to help out your fellow players.
This is best with 2 players, if possible, to maximize profits.
You'll need an Arcade, here's a list of all of them.
I prefer the Eight Bit Arcade because of its location and accessibility to the Garage, as well as the fact that it makes most preps spawn in the same locations for easier completion of preps.

Here's a list if guides that'll help with getting started with the Diamond Casino Heist:

Scoping Out

Scope Out Guide [Skip to 4:36]
All Access Points
All Points Of Interest / POI

Tip 1:

While doing Casino Heist preps, you can make Lester shut up and show the mission objective faster by giving one of your contacts (Mechanic, Assistant, hell even Brucie) a call, as long as you know the contact you call will pick up the phone and not just leave you ringing.

Tip 2:

[Make sure to call Simeon or Martin and request a job before you start a prep, as you cannot request a job while doing Casino Preps]
In some missions you are unable to call Lester and call the cops off of you. During these missions, you can get the cops off of you for free by calling Simeon or Martin and request a job. Once you get the job, join it.
AS SOON AS YOU JOIN THE JOB, LEAVE AS SOON AS POSSIBLE. If you don't quit, you run the risk of the Host starting the job and therefore cancelling the heist prep.
Once you leave the job, you'll be back in Freemode with no cops on you, and you'll still have your heist prep equipment.

Note:

There are two Access Points that are required for the way I run the heist, in Aggressive and The Big Con (Gruupe Sechs), being the sewer entrance on the right side wall in the first opening, and the tunnel entrance leading into the center of the track.

Scope out the Casino

Look for Artwork and Gold, as they are the best (unless Diamonds are available in the vault. In that case, Diamonds are the best)

Changing vault contents

If you've completed all three approaches (Silent & Sneaky, Aggressive & The Big Con), you'll have unlocked the ability to cancel the Casino Heist by calling Lester. You can use this to cancel the heist if you get Cash, or any Vault Content item you don't want.
If you find the Vault contents and get something you don't want, like Cash, you can call Lester while still in the Casino and cancel the heist. Go back to the Arcade and pay the 25k to start the heist again, and you should have a different item for your Vault Contents.
This will essentially allow you to get a second Vault Content item by trading 25k to start the heist a second time with about 8 minutes of finding and hacking / killing the Casino Security guy and going to the Casino.
If, once again, you get a Vault Content item you don't want, exit the arcade, call Lester & cancel the heist, enter your Arcade, rinse and repeat.

Personally, I cycle between Aggressive and The Big Con (Gruupe Sechs).

Now, because I prefer doing the heist through the Aggressive and The Big Con (Gruupe Sechs) approaches, I have little to no experience doing the Silent & Sneaky approach, and thus will be basing this post off of my personal experience in the other two approaches.
Note I'm not going to go into every single prep mission, mandatory or optional as that would take too much time for me. You can look up the rest of the preps on YouTube or Google. I'm only going over my preferred Gunman, Driver, Hacker, the preps that I prefer to do / prefer not to complete, and how I complete the heist.

Aggressive

Gunman: I prefer Patrick MacReary, 8%. I can't remember the other weapon available, but I know he allows you to choose an LMG with 100 round mags. I prefer to use the LMG. You can unlock by finding him in the back of a police van. Take the van to the objective area by following the yellow marker and you'll unlock him.
Driver: I prefer Karim Denz, 5%, which has decent vehicles. I prefer the Sentinel Classic.
Hacker: I prefer Paige Harris, 9%, which you can unlock by owning a Terrorbyte (which you can unlock by owning a Nightclub).

The preps I prefer to do are:

Unmarked Weapons, Getaway Vehicles, Hacking Device, Thermal Charges, Vault Explosives (I prefer to use a Stromberg while doing this mission), Reinforced Armor, Vault Keycards, Patrol Routes, Duggan Shipments, Security Intel (unlock by owning a penthouse and completing the penthouse missions), and Security Pass.
For the Reinforced Armor, I only do this if I have Gold or Diamonds as it slows you down. I also only do this if I am a low level or if I have low level teammates, because low level = low health. If I have Artwork or Cash I don't do this.
As for the Boring Machine prep, you don't need to have the Boring Machine to access the sewer. All you need to do is have took a picture of it and sent it to Lester during the Scope Out prep.

The Big Con

Gunman: I prefer Karl Abolaji, 5%. He has access to the Mini Uzi (I forget the in-game name) and the double barrel shotgun. I prefer the Mini Uzi. *You're going to be mostly going up to people and meleeing them / knocking them out instead of shooting them, unless you get caught, then you'll be shooting them.
Driver: I prefer Karim Denz, 5%, which has decent vehicles. I prefer the Sentinel Classic.
Hacker: I prefer Paige Harris, 9%, which you can unlock by owning a Terrorbyte (which you can unlock by owning a Nightclub).

The preps I prefer to do are:

Unmarked Weapons, Getaway vehicles, Hacking Device, Entry Disguises (2 preps), Vault Drills, Exit Disguise, Vault Keycards, Patrol Routes, Security Intel, and Security Pass.
I don't do Duggan Shipments as usually use my weapon to melee / knock out the security guards at the Casino, and since a melee is a one hit one kill, regardless of level of armor they're wearing, I don't usually do this mission.
Completing the Yung Ancestor missions allow you to have the Grotti Furia, a supercar, as an extra getaway vehicle, although it spawns in the parking lot which is surrounded by cops. I would not recommend doing this.
Again, 2 players are recommended. Start the Heist, get to the Vault. One of you work on the first main room with the big circle table in the centre while the other one will start hacking whichever doors lead to 2 or 3 Artwork or Gold / Diamond / Cash tables. Always go for the rooms that have more than one cart.
Tip: With Gold / Diamonds, you cannot sprint / run, you can however trot. If you go into First Person and tap / press and hold whatever your sprint / run button is, you'll see your character's weapon / screen shake, indicating that you're trotting. Doing this in First Person is actually faster than Third Person.

There are two was I like to lose the cops

1, through the sewer, and 2, by helicopter (Helicopter Route)
[Disclaimer: This strategy is not recommended if you're trying to get the Elite Challenge, as this will most likely take more than 15 minutes, or however long the given time is.]
Once you are out of the Casino, make it to the road. Drive to the sewer opening by the Casino, and if you don't have a car, just run to said sewer opening.

Note:

If you go back the way you came, or anywhere close to the Casino after you lose the cops, you will gain a wanted level again.
Proceed through the tunnel. You'll find a metal gate that you have to pass under, a small vent on the right side, and another vent on the left.
You'll come across 2 paths. Go up the metal ramp on the left. Proceed all the way down the tunnel and down the escalators and ramp downwards. Cross diagonally over the 2 train tracks into the next tunnel with a dirt floor.
You'll find 2 tunnels, left and right. Take either one. You'll find construction, go straight. After this, you'll see a big room. Go straight, take the immediate right and go up the ramps leading to the opening to the highway. If you dont have a car, get one or two and drive to the Buyer.

Links to my other posts, which consist of guides, and other useful things I've found & posted.
submitted by iiEco-Ryan3166 to gtaonline [link] [comments]

scope out casino all access points video

GTA Online: Casino Heist - All Scope Out Photo Locations ... GTA 5 ONLINE ALL CASINO SCOPE OUT LOCATIONS - YouTube Scope out Locations (All access points) GTA ONLINE diamond ... All Access Points (Scoping the Casino) - GTA Online - The ... Casino Scope Out Walk-through. All Points of Interest ... GTA V Diamond Casino Heist - Scope Mission All Access Points GTA V Online Diamond Heist Casino All Access Points Scope ... GTA Online Diamond Casino Scope Out Locations! (All Access ...

Access Points. If you scope out all the access points, then you will have more options to enter the casino. The access points are listed below. Access Point #1. The first access point is the main casino entrance door. Access Point #2. The side door to the right of the casino. Access Point #3. Side door to the left of the casino. Access Point #4 This GTA Online Casino Access Point Guide tells you where to find each of the 6 Access Points required. Once you have found all 6 Access Points, you unlock all of the different Heist Approaches at the end of the heist. The first phase of the casino scope mission is based around two main aspects, Points of Interest and Access Points. The Points of Interest likely provide small benefits to the overall Heist but for the main benefits, unlocking the different approaches available, you must find ... The GTA 5 Diamond Casino Heist Scope Out mission has 11 access points in total (seven on the roof, two at ground level, and two more further away from the Casino), along with various points of interest (security cameras or guards that could make it difficult for you when the actual heist takes place). Want to scope out all the options for the Diamond Casino Heist? This GTA Online Diamond Casino Heist Scope Guide tells you where to find each of the different scope locations so that you can unlock the different methods for participating in the Heist, including aggressive, stealth, and trickery. GTA Online's newest update includes a grand casino heist, including the need to scope out access points within the casino itself.We've got them all listed here for you. But it’s implied that you can make the heist easier if you scope out more than what’s given. Once you’ve taken the three pictures that Lester wants, head up to Agatha Bakers room and go to her desk. She has blueprints of the vault. Take a pic for Lester and send it. Please provide the other scope out opportunities in the Casino. Cheers! A number of scope out points are automatically done for you as part of the introduction when you first land. The rest of them are optional. To successfully scope out a location or piece equipment, you must take a picture of that location or equipment using your phone and send it to Pavel. There are five categories of Intel that you can scope out: The GTA Casino Heist scope out mission has 11 access points, as well as various points of interest. Access points include doors and ways into the building and points of interest are security ... Scoping is split into two missions, scope out the casino and scope out the vault contents. You can scope all of the access points in scoping the casino, but you can only get the first six points ...

scope out casino all access points top

[index] [1834] [9223] [2163] [9971] [7680] [3418] [9462] [833] [6706] [7047]

GTA Online: Casino Heist - All Scope Out Photo Locations ...

In this video I will show you where all the scope out locations are for the casino heist. All of these scope out locations are entry points for the different... About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators ... ***Check the Description. Check the Channel. Subscribe!***You know the old saying. Third time's the charm. It took a god damn lot of exploration, but here... Alright YouTube, HeliosDan here with the Casino Scope Out. To carry out the Casino Heist, first up you will need to carry out a scope of the Casino. The bare... Mixer: TasticcGamingXbox One Gamertag: Tasticc GamingInstagram: @tasticcgamingTwitter: @Tasticc_Gaming 👍 Download hack: https://bit.ly/3aqFJiT HOW TO USE:1 - Download file, drop it on your desktop and run2- Open the file3 - Wait and Enjoy!Play care... Look at comment for remaining locations. The Casino Model can also help you find access points outside of building. This is the first heist prep mission for the Diamond Casino heist this shows where the different doors and entrances are.#DiamondCasino #GTAV #GameBaseOur In...

scope out casino all access points

Copyright © 2024 top100.onlinerealmoneybestgames.xyz