Play On The Hardest Difficulty – MGTOW, No Fap and Semen Retention

A tactic I use to get the most fun out of video games these days is to simply play the game on its hardest difficulty.

It’s the fastest way to getting good at the game, and only requires one play through, as opposed to going through the normal difficulty first just to learn the ropes.

This also reflects the two ways that men become MGTOW. Many played the game on Easy Mode and followed the Blue Pill strategy guide only to get a “Game Over” screen after a divorce or some other betrayal by their former lover. Now they have to start a New Game, but potentially with over half of their finances cut, along with children to support (and you know how much we hate escort missions!). Is that the type of game you want to play?

The other way to join MGTOW is to instead front load all the difficulty at the beginning by crushing all of the hopes and dreams you initially had for your future through reasoning that the safest and most optimal outcome for your life requires you to alter or avoid relationships with women and the prospects of parenthood.

But no matter the method for getting through the Red Pill to MGTOW, somewhere along the way, it’s going to hurt.

“The sole and supreme use of suffering is to purify, to burn out all that is useless and impure. Suffering ceases for him who is pure.” – James Allen, As A Man Thinketh

Life on Hard Mode

Ronin Man, one of my favorite MGTOWs, recently published a video critiquing the practice of No-Fap, and he asked a very hard hitting question on whether guys on no fap or other retaining practices appear “peaceful.” I responded:

“It’s not about peace. It’s about self-knowledge, self-sufficiency, and self-mastery.”

It’s such a great question because the context is absolutely true. I will admit to you that I am not at all peaceful. But then again, has any of the work since taking the Red Pill been peaceful? It is an incredibly difficult task to tear down your former beliefs and personality to rebuild yourself entirely from a new core.

The goal was never peace. It’s why we took the Red Pill to begin with. We didn’t want the blissfully ignorant dream that ends in waking to a nightmare. No, we wanted the cold hard truth.

The Game That I’m Playing

One of my core hypotheses is that we function as Organic Intelligence Programs, referring to the plasticity of our brains and personalities, suggesting that with enough tinkering, we can be reprogrammed.

Of course, the body itself has its own vast intelligence. It’s our HP bar with natural strength, agility, constitution, etc. But for the majority of humans, the body has been running the entire game.

For instance, let’s take its desire for genetic reproduction, and the institutions of love, marriage, family, and even religion, that our intelligence programs have created to protect that imperative. You take the Red Pill when you deprogram yourself from this basic operating system.

Since a few months ago, I have been asking myself “Is There More To Life Than Just Food and Sex?”, and so the exact parameters of this game that I’m playing has been to closely control and/or monitor my behavior with my No Fap/Semen Retention practice as well as my Keto/Fasting Diet.

It’s not like I was ever an over consumer on any of the things I’m currently fasting from either. I just need to satisfy this incessant curiosity to know if there truly is something greater on the other side.

We play games to be challenged, and I’ve organized my life so far to do exactly this. I honestly would not recommend someone focusing on taming both their food and sex drives at once like I am, but like I said, the hardest difficulty encourages the most growth at the fastest rate.


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Changing Class Systems

Changing my Character class is another fun thing to do to extend the play time of a game for a second run, where I would create a new character with a completely different play style. For example, the first play could have been a very vanilla, goody-two-shoes soldier archetype, but I might choose a stealthy, squirmy ranger/scoundrel for the second play through.

TFM also had a great rant on No Fap recently as well, specifically highlighting his frustration with the practice and the common occurrence of wet dreams at the end of each month. This is by far the most common wall No Fap practitioners hit during their practice.

Ironically, it disproves one of Ronin Man’s points against No Fap, that the practice is “shutting down the pipes”, which is clearly untrue if they force themselves open every now and then.

But going back to hitting the wall of wet dreams (yikes), it truly is the point in which all pivots are made on No Fap. First off, there is disagreement on whether experiencing one counts against your streak or not. This is where men decide to either continue their training at the school of Semen Retention, or to remain as just a strictly Non-PMO organization (No Porn Masturbation Orgasm).

The decision is usually guided by whether or not the practitioner is more invested in either the biological or psychological effects on No Fap. I was personally more uncomfortable with wet dreams and wanted to figure out how to stop them, and that’s what made me pursue semen retention.

However, other men suffer from a psychological drain from watching porn, and are more interested in developing healthier sex habits. The stages of which these men will set up camp outside the wall ranges from something like masturbating for a maximum of once per week only using their imagination, to no masturbation at all with release only allowed with a partner.

“Continue? Insert Coin.”

TFM couldn’t get over the wall, and so he found Celestina, his sex doll waifu, and is currently living happily ever after until her next upgrade.

But I’m not without my faults. I’ve written about my recent PMO relapse (Losing My Compass – Relapse, Desire, and Dissatisfaction on No Fap), and have also begun questioning if long-term practice is right for me.

Since then I decided to play on a harder difficulty, and this time completely cut out indulging in any pornographic or sexually stimulating content as well. Yeah, that even includes avoiding a lot of racy click-bait as well. However, I only made it to 28 days on that avenue, and contemplated on admitting I got a “Game Over” once again.

But the game wasn’t over. Not even close.

This whole time, running in the background, my semen retention streak counter has reached 45 days! I made it over the wall!

It was like I was trying to fill up my special move bar and got upset that I missed the opportunity for a flashy finish. I wanted to reset the entire game just because I ranked up an ability in a skill tree path that’s a bit outside of my class archetype.

Role Playing

Role Playing is another tool I use to spice things up if I’m no longer interested in a standard play through.

In Monster Hunter, I made a female character who is only allowed to use light weapons. In Fallout 4, I didn’t pick up any loot when I first started until it made narrative sense to start collecting junk and eating meat from the irradiated animals.

I was doing the same with No-Fap. I can’t say my 12 years of watching porn hasn’t altered my sexual interests. Unfortunately, my belief in the brain’s plasticity has backfired on me. I believe I’ve been reprogrammed towards a certain sexual interest and want to see if there’s a possibility to return to original factory settings.

Man, that’s one hell of a side quest. And this is exactly why I say I give out “Red Pills that are out of this world.” I’m willing to believe and experiment on very esoteric practices.

I shouldn’t be watching porn anyway, because it could end up interfering with my progress on semen retention. But I just want to clarify how I’m tweaking my difficulty settings on No Fap.

I’m running two simultaneous counters: one for semen retention, and another for No-PMO, where an infraction on any of the letters in the acronym results in a reset for that counter.

Min Maxing

Min Maxing is a character building strategy used in RPG games in which a player sacrifices (minimizes) growth in certain stat blocks in order to emphasize (maximizing) their strengths to produce overwhelming effects compared to more balanced characters.

In my opinion, this is MGTOW. We’ve ceased putting points into the marriage/dating/society skill trees, and are completely invested into other areas of personal development.

Sometimes, the game can feel like it’s really hard, but that’s because we still don’t understand how to play with this new class archetype. Some men want to dual class with having a girlfriend without marrying, or go purple pill. Others go full monk, or sub-class with pump and dump, etc.

When we experience hardships during our transformation into the MGTOW lifestyle, we must consider what our characters will look like at max level. The Blue Piller chose the easy path with the standard ending, only if he can somehow avoid the final boss (divorce rape). But going MGTOW is like getting the DLC expansion pack; new maps, skills, and alternate endings.

But those first few levels on MGTOW mode are brutal. Absolutely brutal. For a while it felt like you were just spinning your wheels, replaying the same level over and over again (red pill rage) while the Blue Pill men were leveling up.

But the true sweetness that is earned from a play through on these sorts of games on the highest difficulty is not just the satisfaction in taking the road less traveled, but taking the challenging task so difficult that it forces you to improve to levels beyond what was previously foreseeable.

Effectively, the game itself begins to disappear, because victory for any man who goes his own way is ultimate and imminent. You begin to realize the true battle was always between you and your former self, and any of your perceived limitations.

This is what playing on Hard Mode is, and this is what it takes to become a Champion.

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Learning How To DM I – Recognizing Player Intent

I promise, I’m going to go back to our regularly scheduled MGTOW & Philosophy programming soon, but D&D is still dominating my creative focus, so I’m making back-to-back content for it.

If you don’t know what the hell these acronyms are, D&D = the tabletop fantasy RPG game Dungeons & Dragons, and a DM is the Dungeon Master, the player responsible for the overall narrative, rules, and environment of the game.

The DM provides a structure, but it is the players that write the plot.

The style of DMing I want to perfect is a sandbox-style, where I have fleshed out enough details for a world expansive enough to allows my players to go anywhere and do anything. I want to make it a habit to never say “no” to them, and instead come up with creative compromises, or make them roll for it if we truly disagree.

I don’t think it will be fun for them if I am inflexible, and I also think I can become a better creative if I subject myself to more opportunities for improvisation.

Session Zero

A “Session Zero” is a pre-campaign phase where the players and DM decide some core details about the upcoming campaign, especially collaborative character creation, where players can create synergy or sensibility for their characters to adventure together.

Unfortunately, that was the only focus I had for my Session 0, since I was using a published adventure. Because I did not suss out my player’s intentions beforehand, there was a huge conflict during the combat, as one of my player’s decided to be a pacifist! Against a Manticore, no less!

Since then, I’ve begun issuing pre-campaign surveys to get a feel for what character roles my players want, as well as the themes and influences I can employ for the campaign.

I’ve issued this survey: https://rpgbot.net/general/gamemasters/pregamesurvery/

And I’ve also used this link as a supplement, especially the final section: https://www.nonfictiongaming.com/2017/05/16/questions-dm-ask-players-starting-dd-campaign/

During the Session

I just ran my second session last night. As I stated earlier, I want to learn how to facilitate player agency as much as possible, but that can only go so far. “Not every rock has gold underneath it”, as I’ve once heard. I may not have the mental resources to always have something interesting for the player to see when they want to inspect a room or area.

For instance, my player last night wanted to investigate a beach that he washed up on, and I simply replied “you find nothing.”

However, because of the degree of freedom I encouraged for him during a revised Session Zero, he suggested that he found an item that may be of interest to an NPC he recently met, and I thought that was a cool idea, so I let him have it.

Instead of saying, “you find nothing” I could ask the player, “what are you looking for?”, and this sort of questioning engages both of us in content generation, as opposed to me just passing down a one-sided judgement on the scenario.

Recognizing player intent in this way increases participation and interest in the game, and takes some pressure off of me as the DM. In retrospect, saying “you find nothing” makes me feel inadequate that I did not have something planned, but granting the player more responsibility of what they want to do in the world, and then building around it, makes me feel less stressed about preparing for every little detail about what they should be able to see.

Thoughts? Do you play D&D and have advice for me as a new DM? Let me know in the comments.

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Aerois, High Rollers D&D Campaign (Three Episode Rule)

I’m so into Dungeons and Dragons right now that I nearly announced going on hiatus so I can focus on world building and DMing for my campaign.

But, I’ve developed a knack for writing about whatever I’m doing, thus I will write about D&D.

The Beginning

Yes, I did attend a university that had an exceptional concentration of nerds, but it seemed doubly so for my floor of the dorm. Weekend nights were spent all-nighting Soulcalibur in the lounge, and occasionally, I was fortunate enough to witness a few sessions of D&D.

I was so intrigued that even as a spectator I blurted out some helpful advice to one of the players in my excitement, but the DM vetoed it as I was outsider.

Another time, one of the player characters got captured and separated from the group which led to the DM running a solo campaign for him to bust out of the holding facility. Even if he got out, he was so far away from the group, I had no idea how he would catch up to them.

That’s when I knew I was hooked.

Eight years later, I would roll my first D20.

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Aerois

Aerois is the name of the campaign and world designed by High Rollers DM Mark Hulmes.

I was initially drawn to the podcast because I’m a world-builder and sandbox-style DM myself, and was intrigued by the home-brewed classes and races, as well as the inclusion of future technology and magic juxtaposed to a magical but middle-aged world.

The Critical Role livestream from Geek and Sundry does set a ridiculously high bar as the entire adventuring group are all veteran voice actors supported by equally impressive production quality with music and battle map/figurine sets.

However, the narrative of their campaign is far too focused on the everyday streams of consciousness of the adventuring group, whereas in Aerois, there is always a looming and mysterious narrative above the players, literally so as the world is split between the lower lands and the sky cities above.

Review

I initially made the mistake of skipping most of the introductory videos about Aerois and its characters, and so I was bored when the campaign began with the players immediately rolling initiative.

In fact, I actually SKIPPED the combat so I could get some backstory on who these characters are and why they are together. A few days later, I realized my mistake and gave the campaign another shot, watching all the introductions, and restarting the episode properly.

Mark really is a sand-box style DM. Like, crash land out of a plane and figure out what to do next sort of sandbox.

He’s also quite innovative, as he has re-balanced 5e to include an injury-table system that introduces a lingering consequence for players hitting 0 HP, as opposed to the non-consequential healing mechanics in traditional play.

Lastly, my favorite thing about the stream is how punishing (but fair) Mark can be on his cast. Specifically, half of the party came up with a great diversion tactic, but the other half wanted to deliberate more, which led to the plan’s eventual employment having only half of it’s effectiveness.

I don’t want to spend time rating all of the other player’s performances, but I’ll just say Chris Trott’s flamboyant High-Elf Daddy’s boy Lucius is definitely the most fun character to watch, and he even called it out ahead of time himself at Day 1.

The cast of characters is quite diverse, and Mark will also unpack more of Aerois’ mysteries through the backstories and goals of some of the characters.

Three episodes in, the Campaign is edge-of-your-seat action and suspense, but has surprisingly refreshing humor despite the desperate situation of the player characters!

It’s a really great start to a campaign, as I have no idea where it’s headed next, and if all of the characters make it out of their current situation alive, I myself will join them in the greatest sigh of relief that could even be heard through the Astral Plane.


Thoughts? Do you play D&D, or have any streams to recommend? Let me know in the comments.

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