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What is the most bizarre or unusual name for "GM" that a game has ever used?
  • World of Darkness and other Storyteller/Storytelling system games call their GM the Storyteller, which I think is a good title for it.

    As for why designers make up their own, the term Game Master is pretty generic, and kinda boring, and they want to create something unique and/or more flavorful to their games. The term "Dungeon Master" is also owned by Hasbro and also only really makes sense in more Tolkien inspired fantasy games where heroes are crawling their way through dungeons.

  • I refuse to believe you all would really let your players bully you into running only d&d
  • Because certain systems have different focuses.

    The core game focus of DnD is pretty heavily directed toward combat. Most of the spells and skills your character has are for combat or for getting into combat or for between combat encounters. It's a combat centric game, with some RP rules added on top for in-between combat encounters.

    Compare that to World of Darkness's Storyteller system, which is much more heavily focused on the social interactiom and narrative drama. Combat in that game is quick and usually quite lethal, and even in the 5th Edition games Paradox is releasing, calls for combat to be 3 turns before resolving the interaction.

    It takes a lot of time and effort to add on your own rules to make these systems handle what they weren't really designed for.

    I wouldn't really want to run a game of complex political intrigue in DnD just as I wouldn't want to run a monster slaying dungeon crawl in World of Darkness.

  • Gender at the table
  • Yeah, gender being a social construct doesn't mean everyone everywhere just suddenly becomes genderless androgynous blobs, we still express our gender in the ways we want to express them.

    For example High heels, sheer leggings, long curly hair, and a flowy skirt and poofy blouse adorned with shiny bits. Am I describing the style dress of women today or the style of dress of 17th century French kings?

  • Failed a spot check
  • Certainly coffee houses do have historic basis in our own reality but the highly commercialized omnipresent franchises with extensive supply chains like IRL Starbucks would definitely be a bit more anachronistic, especially in an adveture friendly world where monsters and bandits are waiting outside the walls of the city waiting to ambush cargo shipments.

    Something like that probably wouldn't have been even remotely possible until the age of Mercantilism well after the medieval period gave way to the Renaissance and eventually the age of exploration.

  • Roll20 Announces Purchase of Demiplane | Comicbook.com
  • Less about specifically hating Roll20, than the blatant engagement in anti-competetive practices and the monopolization of the industry in a push toward a vertically integrated monopoly.

    Sort of like if Hasbro bought out the main book printer used by a bunch of TTRPGs so they have a vertical integration and can basically force all those other games to either deal with a hostile competitor to get books printed at unsustainable prices or completely upend a huge section of their development pipelines, try to find another printer, build that relationship, rework the pipeline and formatting guides so the printer actually can print the books. That's a process that could take multiple years and millions of dollars to do. Both of which options would kill even large rpg studios.

  • Fudging rolls is the path to the dark side...
  • As a DM dice are there to make noise behind the screen and raise tension. They're a psychological tool as much as they are a randomizer.

    Personally I play a lot of World of Darkness games, which runs on dice pools, so if I can just keep obviously adding more and more dice to a pool, recount once or twice and roll to really sell the illusion that they may be in for something a lot bigger and scarier than they are. Or just roll a handful of dice as moments are going on, give a facial reaction and let that simmer under the surface for a while.

  • The Dice | Designing The Game (by Matt Colville of MCDM)
  • That's a huge portion of game design. Testing new ideas to see if they hold merit. If they do, keep it around, if not, get rid of it. And while it didn't end up working for their design philosophy it might work for another's.

  • It is widely believed that monks have too few resources, here's a house rule I made for my campaign's monk player. (Made in 1 minute)
  • I think the writers of Mage the Ascension got it best when referring to DnD as a wargame with role-playing tacked on top.

    So much of DnD the dnd rulebook and printed material is focused around combat and getting from one combat encounter to the next one.

  • InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)BL
    blackbelt352 @ttrpg.network
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