From 8353d108b395da98e2af3bcf23e8d65781e61879 Mon Sep 17 00:00:00 2001 From: Christine Dodrill Date: Sat, 15 Aug 2020 22:17:02 +0000 Subject: [PATCH] Dungeon Master -> Narrator --- the-source/basic_rules.gmi | 4 ++-- the-source/character_creation.gmi | 2 +- the-source/classes/artificier.gmi | 4 ++-- the-source/classes/cleric.gmi | 2 +- the-source/classes/index.gmi | 2 +- the-source/classes/monk.gmi | 2 +- the-source/classes/wizard.gmi | 4 ++-- the-source/introduction.gmi | 10 +++++----- the-source/races/kobolds.gmi | 2 +- 9 files changed, 16 insertions(+), 16 deletions(-) diff --git a/the-source/basic_rules.gmi b/the-source/basic_rules.gmi index c947e50..d1d9a1b 100644 --- a/the-source/basic_rules.gmi +++ b/the-source/basic_rules.gmi @@ -24,7 +24,7 @@ Every class will also have their own special moves. These will build on top of t Moves only make sense when there is a sense of _risk_ involved to things. Breaking a door down isn't risky unless there are monsters behind it. Picking a lock isn't risky if nobody can hear it or catch you doing it. Haggling isn't risky unless you are starved for gold. Attacks aren't risky if they aren't fantastic. -## Dungeon Master Advice +## Narrator Advice This is a fantasy roleplaying game. Your job is to help the players explore the world, have adventures and craft legends as a group. Read through this supplement and maybe a Dungeons and Dragons starter guide or two. Take things as they happen and don't be afraid to ask your players for ideas. Improvisation only can go so far. @@ -32,7 +32,7 @@ Also, failure doesn't have to be a *complete failure*. If you fail a hit on a mo Remember the rules (even though there are only a few of them) are NOT written in stone; and if something comes up that you feel is "wrong", make up something else! Don't be afraid to ask your players for amusing ideas. They are a very valuable resource for this! -As the Dungeon Master, you should let the players know what the risks are before they roll. This lets players be informed and they might change their minds about their actions. This is good, this means your players are thinking! +As the Narrator, you should let the players know what the risks are before they roll. This lets players be informed and they might change their minds about their actions. This is good, this means your players are thinking! To quote the 6E handbook: diff --git a/the-source/character_creation.gmi b/the-source/character_creation.gmi index c961885..6a541fd 100644 --- a/the-source/character_creation.gmi +++ b/the-source/character_creation.gmi @@ -53,7 +53,7 @@ Have each player add up their toughness attribute with their level (in most case > Faeor is at level 1 with a toughness attribute of 2. Faeor rolls three six-sided dice and gets a 5, 4 and a 6. Faeor picks the 6 and had 4 points left over from attribute buying, so they have 10 hitpoints total. -Players may re-roll their HP if they are stuck with only one hitpoint. If a player consistently gets one for their HP roll, the Dungeon Master should give them a HP stat that they feel makes sense for the player. +Players may re-roll their HP if they are stuck with only one hitpoint. If a player consistently gets one for their HP roll, the Narrator should give them a HP stat that they feel makes sense for the player. ## Inventory Slots diff --git a/the-source/classes/artificier.gmi b/the-source/classes/artificier.gmi index 326ad08..1cdc7b2 100644 --- a/the-source/classes/artificier.gmi +++ b/the-source/classes/artificier.gmi @@ -16,7 +16,7 @@ Your basic attacks do d6 damage. ### Forge Engine -The Artificier carries a handheld forge engine with them (it does not take up an inventory slot) that can be used to make various genius creations. This forge engine takes gold and materials, then creates something using it. The materials fed into the forge engine influence the effect of the creations. The following table will help the Dungeon Master balance the creations: +The Artificier carries a handheld forge engine with them (it does not take up an inventory slot) that can be used to make various genius creations. This forge engine takes gold and materials, then creates something using it. The materials fed into the forge engine influence the effect of the creations. The following table will help the Narrator balance the creations: ``` | Material | Strength | @@ -27,7 +27,7 @@ The Artificier carries a handheld forge engine with them (it does not take up an | Metal | 5 | ``` -The Strength of a given material influences how many failed (or partially failed) rolls the creation can survive before it will break (this should be taken as a soft guideline for the Dungeon Master, not a hard one). Genius creations will also only be active for twice as many turns as the strength shows. The more gold something costs, the more materials it will require (the Dungeon Master can help decide if there are enough materials to craft something). +The Strength of a given material influences how many failed (or partially failed) rolls the creation can survive before it will break (this should be taken as a soft guideline for the Narrator, not a hard one). Genius creations will also only be active for twice as many turns as the strength shows. The more gold something costs, the more materials it will require (the Narrator can help decide if there are enough materials to craft something). Crafting with the forge engine requires being clever, so rolls for crafting things are rolls for cleverness. When you attempt to create a genius creation, spend the stated gold and roll for cleverness. On a 7-9, choose one of the following effects. On a 6-, choose neither: diff --git a/the-source/classes/cleric.gmi b/the-source/classes/cleric.gmi index 144b15a..3d3930a 100644 --- a/the-source/classes/cleric.gmi +++ b/the-source/classes/cleric.gmi @@ -4,7 +4,7 @@ The Cleric is a holy warrior bound to protect and execute justice with their rel ## Basic Rules -At character creation, pick a spell alongside picking an advancement. This spell will be available both inside and outside of battle. If one of the spells on the list doesn't tickle your fancy, work with your Dungeon Master to come up with a new one. +At character creation, pick a spell alongside picking an advancement. This spell will be available both inside and outside of battle. If one of the spells on the list doesn't tickle your fancy, work with your Narrator to come up with a new one. When you're in town, you may spend 25gp to empty out all of your equipment bubbles. diff --git a/the-source/classes/index.gmi b/the-source/classes/index.gmi index adfb0c5..6acbdc6 100644 --- a/the-source/classes/index.gmi +++ b/the-source/classes/index.gmi @@ -13,7 +13,7 @@ These are all of the character classes described in the rulebook for The Source. ## Making Your Own Class -Don't like any of these classes? You can work with your Dungeon Master to create your own class. For inspiration on this you can use any set of details as a base to work off of. Start with the high level ideas from any other fantasy roleplaying game. +Don't like any of these classes? You can work with your Narrator to create your own class. For inspiration on this you can use any set of details as a base to work off of. Start with the high level ideas from any other fantasy roleplaying game. ## Come Up with a Backstory diff --git a/the-source/classes/monk.gmi b/the-source/classes/monk.gmi index 2e51c36..b6d6e67 100644 --- a/the-source/classes/monk.gmi +++ b/the-source/classes/monk.gmi @@ -40,5 +40,5 @@ Here are some Ki arts Monks know: * **Stunning Strike** - When you roll a +12 on an attack with a remarkable weapon, you stun your enemy. * **Extra Strike** - When you are first for initiative, you make two attacks. * **Unarmored Defense** - Light clothing counts as +1 armor -* **Disciplined** - Work with the Dungeon Master to create a new Ki art. +* **Disciplined** - Work with the Narrator to create a new Ki art. * **Toughness** - You may heal yourself for d6 plus your level, as many times per days as you have levels (available after 5 advances). diff --git a/the-source/classes/wizard.gmi b/the-source/classes/wizard.gmi index 9614210..2386d97 100644 --- a/the-source/classes/wizard.gmi +++ b/the-source/classes/wizard.gmi @@ -19,7 +19,7 @@ When you attempt to add a spell from a scroll or another Wizard's spellbook to y ## Spells -Work with your Dungeon Master to come up with some better spells. To create new spells, look up spells from other game handbooks, but only copy the name and any side effects. The Dungeon Master will know what damage is right. +Work with your Narrator to come up with some better spells. To create new spells, look up spells from other game handbooks, but only copy the name and any side effects. The Narrator will know what damage is right. * **Detect Magic** - You hear nearby magical auras singing. Volume and harmoney increase the aura's power and refinement. * **Floating Disc** - An invisible, frictionless object hovers two feet above the ground. It can hold up to your level number of humanoids, or about the equivalent weight. @@ -40,7 +40,7 @@ Work with your Dungeon Master to come up with some better spells. To create new * **Shifty** - Gain +1 Quick. * **Worldly** - Take an advancement from another class. * **Adept** - You can memorize one additional spell per day from your spellbook. -* **Studious** - Work with your Dungeon Master to add a new spell to your spellbook. +* **Studious** - Work with your Narrator to add a new spell to your spellbook. * **Cross-Disciplinary** - Add a random Cleric spell to your spellbook. * **Infamous** - Your reputation precedes you. When you need to make a new connection, roll for charisma. On a 7-9, the person you find is less than ideal, or needs a favor. On a 6-, they they’ve got a job for you, and they won’t take no for an answer. * **Magic Detector** - You may cast a weaker form of Detect Magic outside of battle for free. You don’t have to memorize it, and casting it doesn’t require a roll (it always counts as a 10+). diff --git a/the-source/introduction.gmi b/the-source/introduction.gmi index d3ef50e..ca50677 100644 --- a/the-source/introduction.gmi +++ b/the-source/introduction.gmi @@ -1,10 +1,10 @@ # Introduction -The Source is a fantasy roleplaying game intended for groups of 3 or more people. One of the players will take the role of Dungeon Master and control the world, its monsters, NPCs and the like while the other players will control adventurers in that world. +The Source is a fantasy roleplaying game intended for groups of 3 or more people. One of the players will take the role of Narrator and control the world, its monsters, NPCs and the like while the other players will control adventurers in that world. This game is very open-ended and will end up requiring some improvisation in order to excel at it. -As a Dungeon Master, remember these four words: "What do you do?". Ask that question after you describe the scenario or any actions players have taken. +As a Narrator, remember these four words: "What do you do?". Ask that question after you describe the scenario or any actions players have taken. ## Ground Rules @@ -12,7 +12,7 @@ These are the basic ground rules that should be followed at all times. ### Be Creative -Just because it looks like something doesn't mean you have to treat it like it is that thing. Don't be afraid to bend the rules or go off the beaten path. The real fun happens there. You may have to make the Dungeon Master improvise a situation, this is never a bad thing. +Just because it looks like something doesn't mean you have to treat it like it is that thing. Don't be afraid to bend the rules or go off the beaten path. The real fun happens there. You may have to make the Narrator improvise a situation, this is never a bad thing. ### Make Sure Everyone is Involved @@ -20,7 +20,7 @@ Resist the temptation to railroad the adventure in a non-inclusive way for too l ### Make Sure Everyone is Comfortable -Don't be afraid to let the Dungeon Master know if something is overwhelming or the like. They will be happy to help refocus people away from uncomfortable topics to ensure everyone has the most fun they can. Let the Dungeon Master know aloud, in a private message, or somehow in general. +Don't be afraid to let the Narrator know if something is overwhelming or the like. They will be happy to help refocus people away from uncomfortable topics to ensure everyone has the most fun they can. Let the Narrator know aloud, in a private message, or somehow in general. ### Be Respectful @@ -30,7 +30,7 @@ Everyone comes from a different background and has had different life experience We're ultimately here to play a game together. Take advantage of this and help to maximize the amount of fun everyone has. This will help games to be more memorable and lead to a stronger friendship. -The rules are very light on purpose, but even then they are paper thin when it comes to maximizing enjoyment. The Dungeon Master will usually be the judge of when to break the rules unless you can convince them otherwise. +The rules are very light on purpose, but even then they are paper thin when it comes to maximizing enjoyment. The Narrator will usually be the judge of when to break the rules unless you can convince them otherwise. ### Don't Be An Asshole diff --git a/the-source/races/kobolds.gmi b/the-source/races/kobolds.gmi index 5ece939..3dee613 100644 --- a/the-source/races/kobolds.gmi +++ b/the-source/races/kobolds.gmi @@ -4,7 +4,7 @@ Kobolds are a vaguely humanoid species that look somewhat like short dragons. Th ## Racial Bonuses -Kobolds that take the Night Vision advancement do not need a torch or lantern to see in the dark. This effect cannot normally be transferred to other units (unless the Dungeon Master would find the result of doing so amusing). +Kobolds that take the Night Vision advancement do not need a torch or lantern to see in the dark. This effect cannot normally be transferred to other units (unless the Narrator would find the result of doing so amusing). They also may have some difficulty with merchants due to fairytales about Kobolds stealing their items and gold.