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Пишет nancygold ([info]nancygold)
@ 2025-09-27 16:58:00


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Настроение: contemplative
Entry tags:gaming

The DM Was a Mistake

The Dungeon Master was, in hindsight, a design blunder of historic proportions. That is not to deny that a skilled DM can elevate a table, occasionally even to brilliance. But the very structure of the role is a contradiction: it offers the promise of collective storytelling while vesting absolute authority in a single individual. From this seed grows most of the hobby’s dysfunction.

Let us begin with the obvious. Role-playing games were conceived as games. Games, by definition, are governed by rules, and the drama emerges when players interpret and apply those rules. To play chess, one does not require a priestly figure hovering over the board, interpreting the spirit of the bishop’s diagonal. Yet in tabletop RPGs, players have been told they cannot explore imaginary worlds unless one person dons the black robe of authority. The moment they disagree with the “judge,” the magic evaporates.

The tragedy is not that a good DM cannot exist. They can, and do, and some players are fortunate enough to find one. The tragedy is that the system assumes their existence. A mediocre or self-indulgent DM does not merely lower the quality of the experience; they transform the entire game into a theater of ego. At that point, the advertised activity—players exploring worlds, testing possibilities, and interpreting lore through agreed procedures—is lost. What remains is the DM’s story hour, with the players reduced to an obedient chorus.

The industry, alas, doubled down on this model. Companies realized that the DM was their primary customer: the one who bought the books, studied the lore, and initiated others into the rite. Instead of empowering groups to share the role of adjudication—something not only feasible but elegantly simple—they enshrined the DM as the indispensable centerpiece. In doing so, they guaranteed that the hobby would appear to outsiders as a curious cult, half game, half séance, with one celebrant summoning monsters while others gazed on. No wonder moral panics found fertile soil.

There is, however, another path. Games with shared authority, or no DM at all, demonstrate that the true joy of role-playing lies in the players themselves interpreting the world and assigning probability to events. “Can one hundred Jedi defeat Darth Vader?” becomes a matter of lore and consensus, not vetoed by narrative fiat. The answer may vary, but it will be our answer, not decreed from a self-appointed throne.

To some, this suggestion will sound like heresy. To others, it is merely common sense: when we sit down to play, the story belongs to everyone. The sooner we recognize that the Dungeon Master was never a requirement but a historical accident, the sooner the hobby can shed its cultic trappings and become what it was always meant to be—an accessible, collective exploration of imagination.



(Добавить комментарий)


(Анонимно)
2025-09-27 17:07 (ссылка)
Кто-то всё равно должен контролировать монстров и злодеев. Shared authority тут будет типа "проглосовали что мы победим"

(Ответить) (Ветвь дискуссии)


[info]nancygold
2025-09-27 17:13 (ссылка)
>Кто-то всё равно должен контролировать монстров и злодеев.
Monsters and villains have distinct tactics in the monster manual.
What players do is ask oracle "have these particular kobolds fortified their dungeon with traps?"
and if it was "yes", we then ask "we entered a room, have we sprung any traps?"

>Shared authority тут будет типа "проглосовали что мы победим"
5e includes rigorous combat resolution rules, implemented in numerous video games.

After all, you can edit your computer game savegame to give you $1,000,000,000.
Same with board games: you have to be honest to yourself and the friends you play the game with.

Unless you want to roleplay a billionaire.

(Ответить) (Уровень выше) (Ветвь дискуссии)


(Анонимно)
2025-09-27 20:25 (ссылка)
>Monsters and villains have distinct tactics
>What players do is ask oracle

With such approach you can only get doom style monsters, that move towards players, or gacha-style monsters that are just random. Both predictable and boring. More so if players know "state machine" of the villain / monster.

If there isn't an actual player behind the opposing side, it's just lowers interest. The more chess like and consequential the game rules are, the more important is GM.

>5e includes rigorous combat resolution rules

I'm not talking about the rules, but the decisions to increase or decrease pressure on the players at the disposal of the GM.

GM is also responsible for the fog of war. Without GM you just know what will happen approximately.
...

Also codifying what basically is a map generator into a board game description doesn't sound fun.
...

Your Sad and lonely shit is indefensible, Sad-cow.

(Ответить) (Уровень выше) (Ветвь дискуссии)


[info]nancygold
2025-09-27 21:10 (ссылка)
>With such approach you can only get doom style monsters, that move towards players, or gacha-style monsters that are just random. Both predictable and boring. More so if players know "state machine" of the villain / monster.

Again, players use oracle and prompt generator to drive monsters according to their monster manual lore. Players don't decide for monsters, instead lore based statistical model decides for monsters.


If there isn't an actual player behind the opposing side, it's just lowers interest. The more chess like and consequential the game rules are, the more important is GM.
DM isn't "player". DM is the director of the show, while you're his puppet actor. DM can do anything. Even turn your white racist hero into a nigger and deploy as a slave at a plantation.

>but the decisions to increase or decrease pressure on the players at the disposal of the GM.
If you're playing a premade module, e.g. Icewind Dale, it states exactly what players will face, like a video game. For sandbox play, Forgotten Realms lore perfectly describes the challenge players can face. If lv.1 players break into ancient red dragon cave unprepared, we do expect there to be overwhelming challenge, since you're asking for it. No DM needed. Yet we do expect a quiet rural village to be relatively safe place, unless your prompt rolls said "threat/danger/doom/death" - the only way to interpret it is that something bad is gonna happen.

So it is all about what world building books you have read and have for reference.

(Ответить) (Уровень выше) (Ветвь дискуссии)


(Анонимно)
2025-09-27 21:45 (ссылка)
>Again, players use oracle and prompt generator to drive monsters according to their monster manual lore.

Again. No "lore based statistical model" can replace a player, for example decide to strategize to split the party in two halves and isolate them from each other. Unless it's an actual AI, in which case it isn't a fucking board game but a computer game.

>to their monster manual lore.

Monster manual lore says "Xaneth, level 9 cunning wizard", and your statistical model can't simulate "cunning". Only good for action RPG style monsters.

Neither can there be complex conditionals (for example triggering lore or retreating) without human or computer in the behavior of the other side.

>DM isn't "player".

He plays for the opposing side using game rules, if he isn't a shitty DM.

>DM can do anything.

If he's a shitty DM he can. Better write rules what DM can and can't do, and at what stage, rather than trying to completely mechanize your BS.

>playing a premade module

premade module without DM adjusting difficulty to the players as they go is a static challenge, like a single player video game. These also have their place, but sometimes people want to have a good time.

____

What you are defending is very sad and retarded, it's even obvious to me, who only played DnD like one time in my life. No wonder you got evicted out of everywhere with your dumb and aggressive loner shit

(Ответить) (Уровень выше) (Ветвь дискуссии)


[info]nancygold
2025-09-28 00:09 (ссылка)
DM plays his ego. We don't need Stalin to have a nice country.

(Ответить) (Уровень выше) (Ветвь дискуссии)


(Анонимно)
2025-09-28 00:34 (ссылка)
But in your country only complete state machine morons expressible in d20 rolls + simple arithmetic live. A decent DM, without too severe of a diagnosis, would know how to restrain himself. There are also many DMs who provide DMing as a service, and it's in their interest to leave their clients happy.

If you can't accept any kind of non-mechanical authority over what's going on due to your diagnoses, it's the you-issue first and foremost.

(Ответить) (Уровень выше) (Ветвь дискуссии)


[info]nancygold
2025-09-28 01:47 (ссылка)
Why would I need real life NPC to drive ingame NPCs?
Doing franchise lore study to assess probabilities is part of the game.
How strong is the spider man's web?
How hard can batman punch?
With DM you will never ask such questions yourself.
No DM gaming teaches you questioning everything.

(Ответить) (Уровень выше) (Ветвь дискуссии)


(Анонимно)
2025-09-28 02:01 (ссылка)
>real life NPC

is an empty value judgement.

Human interaction > autistic exercises.

If you prefer autistic exercises, you are playing a different game entirely, and it should be stated so.

>assess probabilities

You are assessing probabilities against state machine morons. If your d20ies can't play chess they aren't good for DnD either.

(Ответить) (Уровень выше) (Ветвь дискуссии)


[info]nancygold
2025-09-28 02:50 (ссылка)
RPGs are not about you playing chess, but about assessing if your character can win a chess party against a grandmaster. I don't need a grandmaster at my table to assess that I can't win against him; and neither can the attention-seeking pretentious chess whores from the [info]kot_afromeeva's posts. The resistance of a hypothetical grandmaster to any attempt of Dina Belenkaya or Violetta Snaider to win will be paranormal 30+ DC, unless the sluts bribe him with their bodies. Women are dumb and slutty. 99.999% of time. It is in the real life lore. Same way I seen I have no chances against the real manly men and transitioned. Deal with it, leftie.

(Ответить) (Уровень выше)