| Darrien RPG Superstar 2008 Top 32 |
While there is no doubt that the term ‘Dungeon Master’ is wizards IP, how about ‘DM’.
In the SRD under AbilitiesandConditions:
Disabled: A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying.
Does not the phrase ‘any other action the DM deems strenuous’ make the term ‘DM’ open content.
Andrew Turner
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While there is no doubt that the term ‘Dungeon Master’ is wizards IP, how about ‘DM’.
In the SRD under AbilitiesandConditions:
SRD wrote:Disabled: A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying.Does not the phrase ‘any other action the DM deems strenuous’ make the term ‘DM’ open content.
Monte Cook writes 'DM' throughout the Ptolus rules and adventures, and it's OGL/D20; the d20 CoC rules also say 'DM' (as opposed to Keeper or GM).
Andrew Turner
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DM is my preference. Whether the document says DM or GM, I will call myself the DM.
As an aside, I think the term DM is almost like Xerox or Q-Tip--they're trademark names, but everyone calls the Canon a Xerox, and all copies are Xeroxes; cotton swabs are Q-Tips, whether Johnson made them or Good Sense. Even if you've never played D&D or an RPG before, you probably are passing-familiar with "DM" and "Dungeon Master."
"Let Robby be the Maze Controller!"
GeraintElberion
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If by chance they end up not being able to use DM, what other terms do you think they should go with? GM? Storyteller? Or they could start their own new name "Path Master", but the abbreviation doesn't work too well, "PM? No, it's still morning. No, I meant... never mind.."
Even worse if you're British...
"PM? But I didn't even vote for this Prime Minister!"
| Kelvin273 |
GM is a lot safer, since the OGL specifically says that trademarks are always Product Identity regardless of other declarations (and WotC owns both "DM" and "Dungeon Master" as trademarks, IIRC). Furthermore, there's also a clause about the accidental use of product identity not challenging the contributor's ownership of the PI.
| KaeYoss |
the d20 CoC rules also say 'DM'
That book was written by Monte and released by Wizards, so they can use it all they want.
I'll probably always use DM, but I don't mind them being called GM at all. We all know what they mean, so why getting up in arms over something that has moved three letters over?
| katman |
While there is no doubt that the term ‘Dungeon Master’ is wizards IP, how about ‘DM’.
My strong, strong recommendation: ditch both. WotC can keep them.
I've never been thrilled with the BDSM flavor of 'Dungeon Master.' Actually, I've made fun of that for over 20 years now. It's not the kind of 'role play' I'm inviting people to in my game sessions, and it's not accurate because it totally misses the social, cooperative nature of the game. Even 'Game Master' mischaracterizes the key relationship since players aren't subordinate.
Instead, I've picked another term that fits, is more accurate, and as a bonus has a strong cool factor. Alternative suggestions welcome, but I think Paizo has a big opportunity to take a step forward for RPGers here.
I've made the following suggestion in my proposed New Player FAQ for PATHFINDER...
What does the Session Producer do?
The Pathfinder Session Producer (SP) is like a movie producer with improv skills. She isn't a director, because Pathfinder is all about players making choices that can change a story. She isn't an opponent, because her goal is the same as the players': to have a successful, exciting, challenging session that everyone enjoys. Like a movie producer, the Pathfinder SP makes sure everything that's required is ready to go on the set, from making sure the story outline is ready to casting the "bad guys" and extras. Once that's all prepared, her role is to tell the story, act the roles for the story's cast beyond your team, let the players decide what to do, and use the Pathfinder rules framework to help figure out what happens next.
The SP knows all the secrets of the adventure she has bought, or created herself. The adventure only comes alive when the players step in, however, as their decisions can (and often do) surprise the SP and change the story. A good adventure, like a good movie, is all about the balance between a strong basic storyline, interesting characters on both sides, and a bit of surprise that makes for memorable moments.
| katman |
Session Producer... i love that. And if the players do something wrong you can throw up your hands and scream "No , no you idiots! Thats all wrong!!! That isn't how i envisioned it!! You're ruining my beautiful plot!!" CUT!
Ahem - some DMs do, you know. But No. Read what I wrote. That's the director.
The Producer is the enabler who brings the elements together, and makes sure everything is ready. There's a creative element to the role, but it's also very strongly organizational.
It's the cast (and director, who does not exist in RPGs) who make the movie an "everyone and everything gelled" success (vid. Galaxy Quest), or a concept that didn't execute well and fell short. Or even a bomb. The producer has limited control over that, short of pulling the plug entirely. Their role is to make sure the people involved are in the right environment for their bent and talents, and have all the elements they need in order to succeed.
The parallels are quite close - and thinking in terms of this mindset can help a lot:
Are all the elements in place for an adventure my group will remember? Strong opening? Dramatic locations that grab you? Interesting plotlines? Ability of the framework to adapt? Set up ready for dramatic and memorable scenes? Strong villain? Memorable extras? Players have physical accommodations they need? Opportunities in the story for each member of the group to play to their character AND PLAYER strengths? OK, everybody, take it away...
I'd argue further that if you look around at the top designers Paizo and WotC use, and listen to them talk about adventure design, there's a strong cinematic flavor to it. Not in a controlling way because you can't, but definitely in terms of their use of cinematic elements. You may or may not like Hollywood and TV but people do pay in droves to see its movies and watch its shows, probably including you (Buffy? Lost? Firefly? Iron Chef? Lord of the Rings?). That's not an accident, and the elite designers seem to have concluded that if you're not absorbing at least some of its creative lessons, your adventures will fall short.
I say that rather than wait until people have read enough designer interviews, good game design should nudge them toward the correct aspect of that mindset from the get-go, beginning with the language used. Especially if it can also communicate the game's nature more accurately, using terms that more non-gamers see as interesting and can understand.
| katman |
And if the players do something wrong you can throw up your hands and scream "No , no you idiots! Thats all wrong!!! That isn't how i envisioned it!! You're ruining my beautiful plot!!" CUT!
True 1E D&D play excerpt:
You descend into the dungeon...(blah, blah). You have reached a 4-way intersection.
"We go left."
- "A Blade Barrier appears in front of you" [N.B. 1st level characters...]
"We step forward."
- "A Blade Barrier appears in front of you."
"This sucks. We're out of here. We head back up the stairs."
- "A Blade Barrier appears behind you, on the stairs."
"Grrr... fine, we take the right-hand passage..."
It didn't improve much from there. Not the kind of Master I was looking for.
| KaeYoss |
I always preferred "referee," to highlight that it's a game and not a weird fraternity initiation a la Animal House ("Thank you sir! May I have another?"). That said, GM is probably fine.
I prefer the Pickle Initiation Rite (Clerks 2).
That having been said, referee is too tame for my tastes. So is producer.
Game Master sounds right, because he masters a lot of roles in one. He something like the producer, yes. And the referee. And so much more: He's all the extras, he's the narrator, he's even a couple of starring roles from time to time, or at least supporting roles. He is responsible for big parts of the script, he's a coach.
All in all, while the players have starring roles and contribute to the script, the guy behind the screen is the real Master of the Game.
Rithralas
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When I hear the term 'Dungeon Master', I still have flashbacks to that evil gnome-thing that kidnapped those poor children off that fairground ride, and forced them to toil for his own warped amusement, feeding them false hope week after week....grrrrr!
Yeah? So where's the problem? :-P
| Dazylar |
Watch it; or I'll...I'll have to hit the ground with my club, and knock you off your feet (yet leave my friends unaffected)...or...errm...I'll shoot at the wall and drop a tapestry on your head.
Or I'll set a baby unicorn on you!
Yeah!
Or I'll cower behind this shield until you go away or against all the laws of probability you hit yourself with a reflected beam you aimed at me.
Or I'll pull something out of my hat that is so ineffectual it's laughable, but against all the laws of probability manages to disable you.
Or I'll extend my staff (fnar fnar) and escape via a jump which succeeds against all the laws of probability.
I'd love to have THOSE dice.
Snorter
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Or I'll cower behind this shield until you go away or against all the laws of probability you hit yourself with a reflected beam you aimed at me.
Hey, don't diss Eric; he was the only one who could see the big picture!
He knew that little freak was up to no good. He'd never let them go, as long as he could get his twisted jollies from their pain and suffering!