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Mirko Pellicioni:
NO questo è OD&D non scatola rossa il testo viene da una delle primissime avventure di Gygax!!!!!

Vittorio Del Bianco - [Lord Zero]:

--- Citazione ---[cite]Autore: mirkolino[/cite][p]NO questo è OD&D non scatola rossa il testo viene da una delle primissime avventure di Gygax!!!!![/p]
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Davvero? Perchè io possiedo quel modulo avventura (La rocca sulle Terre di Confine.. anche conosciuta come B2 se non sbaglio)... ed è fatta per la scatola rossa. Non pensavo ci fosse una edizione precedente. :-)

Mirko Pellicioni:
eccone un'altra introduzione al DM sempre per le edizioni precedenti del 1979

Tratto da
Dungeon Module B1
In Search of the Unknown
del 1979 per la seconda edizione di D&D quella con la scatola blu

HOW TO BE AN EFFECTIVE DUNGEON MASTER
The Dungeon Master, as referee, is the pivotal figure in any
DUNGEONS & DRAGONS game. Accordingly, the DM's ability
and expertise—as well as fairness—will be important factors
in whether or not the game will be enjoyable for all of the
participants.
The D&D game is a role-playing game, and is unlike traditional
games which have a firm basis of regulated activity
and repetitious action. A D&D adventure is free-flowing, and
often goes in unknown and unpredictable directions—and
that is precisely the reason it is so different and challenging.
The Dungeon Master is best described as the moderator of
the action, for the DM oversees the whole process, keeps the
game moving, resolves the action based upon events occurring
and player choices made, and monitors the actions and
events outside the player group (i.e., handles monsters encountered,
determines the actions of non-player characters
encountered, etc.). The DM's responsibilities are considerable,
but his or her foremost concern should be to provide an
enjoyable game which is challenging to the players. This
means that risk should be balanced with reward and that
game situations are neither too "easy" nor too deadly.
Above all, the DM must be fair, reasonable (without giving in
to the unreasonable demands of the players), and worthy of
the respect of all the participants.
Beginning Dungeon Masters who are not familiar with the
game often ask the most common first question, "Exactly how
do you referee the game?" The answer is that there is no single
best way—different DM's have different styles, just as individual
players do. However, there are certain guidelines
which are important to follow . . .
First, it is crucial to keep in mind that this is a game based on
player interaction and player choice. The game generally
follows the course of the player's actions—if not always their
plans! As moderator, you present an ever-changing situation
as it occurs (sort of like an unfolding story, or even a movie, if
you like to think in those terms), and the players respond pretty
much as they desire. As the game goes on, you are presenting
them with a hundred different opportunities and
choices—exactly how the game goes will depend upon their
response to those opportunities and choices. For instance, if
players decide to walk down a corridor and find a dead end
with three doors, they have a number of choices—simply turn
around and ignore the doors, listen at one or more before
proceeding elsewhere, try to open one or more (either normally,
by forcing them, or even by simply bashing them in), or
whatever. You describe the situation, then await their decision
as to a course of action. Of course, some decisions will
be more difficult, or quick, or crucial to survival—and as always,
imagination and resourcefulness, as well as quick
thinking, will usually be rewarded.
Second, a good DM remains "above the battle" and does
not attempt to influence player actions or channel the activity
in a particular direction. The Dungeon Master should do
everything possible to assist players in their quest without actually
providing important information unless the players
themselves discover it or put the pieces of a puzzling problem
together through deduction or questioning, or a combination
of the two. A large part of the game consists of player
questions, many of which are, "What do we see?" Your job as
gamemaster is to answer those questions without giving too
much away. You need not hint to players any information
that they do not ask for on their own, except in unusual instances.
Allow them to ask the questions, and allow them to
make the choices.
In the same vein, as Dungeon Master you will enjoy watching
players wrestle with the problems you present them with. Although
you may set up situations to challenge them, you
must understand that you are not their adversary, nor are you
necessarily out to "defeat" them. You will enjoy moderating
a well-played game where players respond to the challenges
encountered much more than one where the adventurers
foolishly meet their demise in quick time. However, if
your players abandon caution or make stupid mistakes, let
them pay the price—but be fair. In many cases, a danger
due to lack of caution can be overcome, or a mistake in
judgment countered by quick thinking and resourcefulness,
but let your players do the thinking and the doing,
As Dungeon Master, you are the game moderator. This
means you set the tempo of the game and are reponsible for
keeping it moving. Above all, you remain in control of the
situation, although with reasonable players your game
should always be in control. If players are unusually slow or
dilly-dally unnecessarily, remind them that time is wasting. If
they persist, allow additional chances for wandering monsters
to appear—or at least start rolling the dice to make the
players think that you are doing so. If players are argumentative
with each other, remind them their noise also serves to attract
unwelcome monsters; if they persist, show them that this
is true.
Lastly, it is important to remember that the Dungeon Master is
the final arbiter in his or her game. If players disagree with
you, hear them out and reasonably consider their complaint.
However, you are the final judge—and they should understand
that, as well as the fact that not everything will go their
way, or as they expect. Be fair, but be firm. With human nature
as it is, players will undoubtedly attempt to try to talk you
into (or out of) all sorts of things; part of the fun of being a DM
is this verbal interplay. But in the end, what you say is what
goes.

Moreno Roncucci:
Sul ruolo del GM, è interessante questa lista di 97 definizioni presi da altrettanti gdr
How Different RPGs Define the GM’s Role

Purtroppo sono solo frammenti, e l'editing mi pare sospetto (per esempio, dal quote di AD&D non si vede che era strapieno di roba tipo "You [The GM] do have every right to overrule the dice at any time if there is a particular course of events that you would like to have occur.(Advanced Dungeons and Dragons, Dungeon Masters Guide page 110), però è interessante per fare qualche confronto...

Qui deve fornire una "sfida"

--- Citazione ---Advanced Dungeons & Dragons – Players Handbook, 1st Edition) (TSR, 1978) :    The game is ideally for three or more adult players: one player must serve as the Dungeon Master, the shaper of the fantasy milieu, the “world” in which all action will take place. [...] A good Dungeon Master will most certainly make each game a surpassing challenge for his or her players. [...] The Dungeon Master must design and map out the dungeon, town, city, and world maps. He or she must populate the whole world, create its past history, and even devise some rationale for what transpired (and will probably happen). (Pages 7 & 8 of 128)

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Qui è diventato un intrattenitore:

--- Citazione ---Advanced Dungeons & Dragons – Dungeon Master’s Guide, 2nd Edition (TSR, 1989):     Being a good Dungeon Master involves a lot more than knowing the rules. It calls for quick wit, theatrical flair, and a good sense of dramatic timing, among other things. (Page 7 of 192)
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Ancor peggio capita con Call of Cthulhu:

--- Citazione ---
Call of Cthulhu – Core book, 2nd Edition (Chaosium, 1983)

    A game moderator, known as the Keeper of Arcane Lore (“Keeper”), is necessary for this game, and his role is to attempt (within the rules of the game) to set up situations for the players to confront. [...] …a game moderator who runs the world in which the adventures occur. (Page 5 of 96)

Call of Cthulhu – Core book, 5.6 Edition (Chaosium, 1999)

    The player who acts as keeper becomes the game moderator. Perhaps using a published scenario, or creating on of his or her own, the keeper knows the entire plot of the story and presents it during play, incidentally taking the parts of all the monsters, spooks, and sinister or ordinary people that the investigators meet. (Page 24 of 287)
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Non male, passare da "set up the situations for the players to confront" a "the keeper knows the entire plot of the story and presents it during play"...  :-(

Tornando a D&D, vediamo il gioco "non advanced":

--- Citazione ---
Dungeons & Dragons – Core book, 2nd Edition (TSR, 1978)

    The characters are then plunged into an adventure in a series of dungeons, tunnels, secret rooms and caverns run by another player: the referee, often called the Dungeon Master. [...] The Dungeon Master designs the dungeons and makes careful maps on graph paper. (Page 5 of 48)

Dungeons & Dragons – Core book, 3rd Edition Bluebook (TSR, 1979)

    The characters are then plunged into an adventure…run by another player: the referee, often called the Dungeon Master. (Page 5 of 46)

Dungeons & Dragons – Game Master’s Guide 3.0 Edition (Wizards of the Coast, 2000)

    Rather, you get to decide how your player group is going to play this game, when and where the adventures take place, and what happens. You get to decide how the rules work, which rules to use, and how strictly to adhere to them. [...] You get to build a whole world, design all its characters, and play all of them not played directly by the other players. [...] Since you control the pacing, the types of adventures and encounters, and the nonplayer characters (NPCs), the whole tenor of the game is in your hands. (Page 6 of 256)
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Visto poi che c'è gente per cui "tutto questo in GURPS non c'è, è un gioco per il sandbox play". vediamolo cosa dice GURPS:

--- Citazione ---GURPS – Basic Set, 3rd Edition, Revised (Steve Jackson Games, 1999)

    The nature of the adventure is set by a referee, called the Game Master (GM, for short). The GM determines the background and plays the part of the other people the characters meet during their adventure. [...] The GM describes the situation, and tells players what their characters see and hear. [...] Depending on the situation, the GM may determine what happens arbitrarily (for the best possible story), or by referring to specific game rules (to decide what is realistically possible), or by rolling dice (to give an interesting random result). (Page 8 of 278)
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E' una definizione perfetta di Parpuzio. Dice ESPLICITAMENTE che in ogni singolo momento il GM può decidere se seguire le regole, decidere arbitrariamente ("for the best possible story", ovviamente), o tirare un dado a casaccio fregandosene delle regole...  :-)

Dopo stà roba, leggere questo brano dall'ormai stra-citato James Bond rpg è una ventata d'aria fresca...

--- Citazione ---James Bond 007 – Basic Game (Victory Games, 1983)

    The director is called the Gamesmaster (usually abbreviated as GM). The players will act out the parts of the heroes, and the GM will handle all the villains and minor characters (called Non-Player Characters, or NPCs). The GM creates the script, portrays all secondary characters, and acts as the final arbiter on the rules of the game — that is, the rules all have agreed to play by. (Page 5 of 160)
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Anche se quello "script" mi fa temere che ci sia un piccolo problema di cose impossibili prima di colazione...  :-(

"Macho Woman With Guns" è più franco e diretto, com'è nel suo stile :-)

--- Citazione ---Macho Women With Guns – Core book, 3rd Edition (BTRC, 1994)

    You are the GM, and in game terms that translates to complete godhood. It’s the only chance you’ll get, so abuse it to the hilt. (Page 41 of 68)
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Come sempre, Greg Stafford si distingue dalla massa...

--- Citazione ---Pendragon – Core book, 4th Edition (Chaosium, 1993)

    The gamemaster describes the world and events within it to the players. He controls the nonplayer characters.

    The gamemaster in a roleplaying game directs the flow of the game while the players control the actions of the characters. As the gamemaster describes what is going on, where they are, and other details of the plot, the players choose actions for their characters, thus cooperating with him in creating the adventure.

    The gamemaster oversees the imaginary world, describing it in detail and directing its course. [...] When they have questions or need help, players turn to the gamemaster for answers. Likewise, the gamemaster must ask for opinions from the players to make it an acceptable game. (Page 5 of 351)
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E' impressionante pensare che scriveva queste cose nel 1993, in piena "Vampiremania"... "the gamemaster must ask for opinions from the players " "As the gamemaster describes what is going on, where they are, and other details of the plot, the players choose actions for their characters, thus cooperating with him in creating the adventure."...  sono anni che non rileggo Pendragon, chissà se c'è la regola zero...

Questo brano da Runequest non so se l'ha scritto Stafford o Perrin (più probabile il secondo):

--- Citazione ---Runequest – Core book (Chaosium, 1978)

    The player creates one or more characters, known as Adventurers, and plays them in various scenarios designed by a Referee. The Adventurer has the use of combat, magic, and other skills, and treasure. The Referee has the use of assorted monsters, traps, and his own wicked imagination to keep the Adventurer from his goal within the rules of the game. (Page 3 of 120.)
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E da Tunnel & Trolls:

--- Citazione ---Tunnels and Trolls – Core book, v5 (Flying Buffalo, 1979)

    Someone must create (dig) and stock a dungeon with monsters, magic, and treasure. The person who does that has godlike powers over his or her own dungeons, but is expected to be fair to the other players. The Game Master, or GM (also referred to from time to time as the Dungeon Master, or DM) may not play as a character inside his or her own dungeon. (Pages are not numbered.)
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Ed ecco il nostro vecchio amico, Vampire!

--- Citazione ---Vampire: The Masquerade – Core book, 1st Edition (White Wolf Publishing, 1992)

    The Storyteller describes what happens as a result of what the players see and do, and must decide if the characters succeed or fail, suffer or prosper, live or die. [...] The Storyteller’s primary duty is to make sure the other players have a good time. [...] As the Storyteller, you are in charge of interpreting and enforcing the rules, yet you are also an entertainer — you must struggle to balance your two roles. (Page 23 of 270)
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Come vedete, è molto esplicito nel dire che la decisione sul successo o sul fallimento è direttamente del Narratore, non delle regole.

Alla fine, per confronto, cito il brano da Dogs in the Vineyard:

--- Citazione ---Dogs in the Vineyard – Core book (lumpley games, 2004)

    You’re the GM, though, and that means you don’t have just one character: you have everything else. You play all the supporting characters and antagonists, you have final say over the imaginary sets where the action happens. You set the pace, push the characters into conflict and crisis, and describe the consequences of their decisions. [...] For instance, it’s never the GM’s job to plan what’ll happen. The GM’s job is to create a town at a moment of crisis (which I’ll tell you how to do in good detail) and from then on, only respond. (Page 2 of 101)
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...Burning Wheel:

--- Citazione ---Burning Wheel – Core book, Revised (Burning Wheel, 2005)

    In Burning Wheel, it is the GM’s job to interpret all of the various intents of the players’ actions and mesh them into a cohesive whole that fits within the context of the game. [...] He has the power to begin and end scenes, to present challenges and instigate conflicts. [...] Most important, the GM is responsible for introducing complications to the story and consequences to the players’ choices. (Page 268 of 303)
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.. e Primetime Adventures!

--- Citazione ---Primetime Adventures – Core book (Dog-eared Designs, 2004)

    During an episode, the producer’s main job is to provide antagonism for the protagonists, in the form of crises, moral dilemmas and occasionally a plain old villain. The producer also has to multitask, feeding individual storylines, incorporating the wishes of players, and playing the part of many supporting characters. (Page 14 of 106)
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[edit: cross-postato con l'ultimo post di Mirko]

Moreno Roncucci:
Leggendo i brani postati da Mirko, mi torna in mente una cosa che mi era sempre stata sulle scatole dei "consigli per il GM" di Gygax, anche prima di scoprire i giochi coerenti:  Dio mio, ma quanto se la tira???

Se non è ancora il "Master intrattenitore", il suo è già comunque il "master primadonna", che decide tutto, che è responsabile del divertimento di tutti, che decide e giudica (giudica se il personaggio è degno della sua misericordia e può essere salvato, o se deve essere punito). Non si è ancora messo a raccontare storie, ma solo perché non gli interessano le storie: sul piedistallo di persona "al di sopra del gioco e degli altri giocatori" c'è già salito.

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