In the Dungeons & Dragons role-playing game, the Dungeon Master is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events. In effect, the Dungeon Master controls all aspects of the game, except for the actions of the player characters, describes to the players what they see and hear; the title was invented by TSR for the Dungeons & Dragons RPG, was introduced in the second supplement to the game rules. To avoid infringement of TSR's trademarks, to describe referees in role-playing genres other than sword and sorcery, other gaming companies use more generic terms, like Game Master, Game Operations Director, Referee or Storyteller; some use more esoteric titles related to the genre or style of the game, such as the "Keeper of Arcane Lore" from Call of Cthulhu and the "Hollyhock God" from Nobilis. The Dungeon Master assumes the role of the game master or referee and describes for other players what they perceive in this imaginary world, what effects their actions have.
That person is responsible for preparing each game session, must have a thorough understanding of the game rules. Since the inception of the Advanced Dungeons & Dragons system in 1977, these rules have been contained in three hardbound books: the Player's Handbook, Dungeon Master's Guide, Monster Manual. Many other rulebooks exist as well; the DM is responsible for narrative flow, creating the scenario and setting in which the game takes place, maintaining the pace and providing dynamic feedback. In storyteller role, the DM is responsible for describing the events of the D&D game session and making rulings about game situations and effects based on the decisions made by the players; the DM can develop the adventure plot and setting in which these PCs participate or use a preexisting module. This is designed as a type of decision tree, followed by the players, a customized version can require several hours of preparation for each hour spent playing the game; the DM serves as the arbiter of the rules, both in teaching the rules to the players and in enforcing them.
The rules provide game mechanics for resolving the outcome of events, including how the player's characters interact with the game world. Although the rules exist to provide a balanced game environment, the DM is free to ignore the rules as needed; the DM can modify, remove, or create new rules in order to fit the rules to the current campaign. This includes situations where the rules do not apply, making it necessary to improvise. An example would be. To destroy the enemy, one PC soaks the statue in water, while the second uses his cone of cold breath to freeze the water. At this point, he appeals to the DM, saying the water expands as it shatters the statue; the DM might roll dice to decide. In the above example the probability roll might come up in favor of the players, the enemy would be shattered. Conversely, rules may have unintended consequences; the DM must draw the line between creative utilization of resources and exploit Regular gaming groups consist of a dungeon master and several players.
Some meet monthly, while others may only meet two or three times a year. A DM can run a single adventure otherwise unconnected with a campaign or game world. In this latter case there is no connected plot, the players can choose to play different characters in each session; the game session is known as an "adventure." It can be metaphorically described as an act within a stage play, where the players are the lead actors. In this analogy, the DM provides the stage, the scenery, the basic plot on which the improvisational script is built, as well as all the bit parts and supporting characters; each player generates a fictional player character to play within the adventure. A series of adventures compose a campaign, the player's characters will remain as elements of the continuing story arc unless they meet an unfortunate demise. Using the stage play analogy, a campaign would comprise all acts of said play. While each adventure may have its own story arc, they are parts of the larger story arc of the campaign.
The DM strings individual adventures into this campaign, in which the same PCs fight many different monsters and a few recurring villains. Such campaigns can last for decades, earning a great deal of loyalty from their players. There can be a common theme to a number of adventures that may in time become a campaign of sorts. Beyond the campaign is the "game world"; this vast construct is typical of many fantasy novels, such as J. R. R. Tolkien's Robert E. Howard's Conan saga. DMs may choose to run a game based on a published game world, with the maps and history in place. Alternately, the DM may create their own adventures. In the Faiths and Pantheons Dungeons & Dragons campaign, the Faerunian Overgod Ao answers to a superior entity, insinuated to be the "Dungeon Master"
The Dungeon Master (video game)
The Dungeon Master is a ZX Spectrum video game developed and released by Crystal Computing in 1983. The game allows you to create dungeons based in an underground labyrinth, venture into them with your lone adventurer, searching for a number of turquoise rings; the game is an early text based role-playing game, you move from room to room fighting various monsters, picking up equipment and gaining levels. The game was well received; the Dungeon Master at SpectrumComputing.co.uk
Zork III: The Dungeon Master is an interactive fiction video game written by Marc Blank, Dave Lebling, Bruce Daniels, Tim Anderson and published by Infocom in 1982. Infocom's fourth game, it's the third game in the Zork trilogy, it was released for the Amstrad CPC, Apple II, Atari 8-bit, Commodore 64, CP/M, IBM PC, MSX, TRS-80 later for Macintosh, Atari ST, Amiga. The player begins at the bottom of the Endless Stair from Zork II. Zork III is less of a straightforward treasure hunt than previous installments. Instead, the player—in the role of the same "adventurer" played in Zork I and Zork II—must demonstrate worthiness to assume the role of the Dungeon Master; the player must get past the Guardians of Zork, with the complete garb of the Dungeon Master, endure a final test. The player must be wearing the amulet, the cloak and hood, the staff, the strange key, the royal ring, the black book. Unlike Zork I and Zork II, there is a time-sensitive event: an earthquake, randomly triggered about 130 turns into gameplay.
The player must retrieve the key before the earthquake and can't complete the Royal Puzzle or retrieve the ring until after the earthquake. Unlike the previous two Zork games, the lantern is of little relevance, it is needed only to walk through the dark areas of the Junction, Creepy Crawl and Foggy Room at the beginning of the game. Another light source, the torch from the Scenic Vista, is used to retrieve the repellent from Zork II and deposit it in the Damp Passage via the teleportation table to provide a light source for the return journey after retrieving the key. Once the player has all the items, they must give the waybread to the elderly man in the Engravings Room, who reveals himself as the Dungeon Master once fed, to find the doorway leading to the final hallway. Here the "elvish sword of great antiquity" is used to block the beam in the Beam Room. Next the adventurer must get through the Guardians of Zork; this can either be accomplished by using the complicated Mirror Box or by drinking the invisibility potion in the vial from the Flathead Ocean.
When the player knocks on the Dungeon Master's door he will only open it if the player is equipped. He tells the adventurer that he will obey their commands and follow them to help solve the final puzzle; the corridors lead to a parapet. Reading the book here reveals a map of "The Dungeon and Treasury of Zork" which has 8 cells, one of which with a bronze door that leads to the Treasury of Zork; the eight positions of the dial in the parapet correspond to the 8 cells. The adventurer must use trial and error at this point to summon the cell with the bronze door and have the dungeon master return it to its original position by replacing it with any other cell; the key will now unlock the door revealing the Treasury of Zork, which contains the wealth of the Great Underground Empire as well as a controlling share in FrobozzCo International. After this victorious discovery, the Dungeon Master appears and transforms the player into a duplicate of himself, signifying the player's succession to his position.
Steve Meretzky said in 1984 that "the worst bug that got out was in Zork III". "We call things like that our'fatal errors'. Zork III has 30 ways. Compared to the other games in the series, the scoring system is unusual in that it measures the player's "potential", is not a reflection of the number of treasures found. Points are awarded for taking creative steps toward solving problems rather than solving them; this system makes it possible for the player to have all 7 points without being close to finishing the game. This game contains the payoff to the "Hello, Sailor" joke, introduced in Zork I. Saying hello sailor has the effect of: The seaman looks up and maneuvers the boat toward shore, he cries out "I have waited three ages for someone to say those words and save me from sailing this endless ocean. Please accept this gift. You may find it useful!" He throws something which falls near you in sand sails off toward the west, singing a lively, but somewhat uncouth, sailor song. For the rest of the game, saying hello sailor elicits the response Nothing happens anymore.
Everywhere else, saying hello sailor induces the response, Nothing happens here. Zork III sold 129,232 copies by 1986. Creative Computing's reviewer wrote that "in my opinion, Zork III is the best of the series"; the Addison-Wesley Book of Atari Software 1984 gave the game an overall A+ rating, calling it "perhaps the most entertaining of the three" and with "an unexpected and novel twist" in the ending. The book concluded that "Zork III represents a highwater mark for subtlety and logic, is a Four Star must". K-Power rated Zork II
The Dungeonmaster is a 1984 American anthology horror-fantasy film produced by Charles Band, is split up into seven distinct story segments, each written and directed by a different person: Dave Allen, John Carl Buechler, Steven Ford, Peter Manoogian, Ted Nicolaou and Rosemarie Turko. The film's theme was influenced by the popularity of Disney's 1982 film Tron and the roleplaying game Dungeons and Dragons. Principal photography began in 1983 but the film was not completed until 1984; the film features an appearance by the heavy metal band W. A. S. P.. A sequel segment was planned for the anthology Pulse Pounders, but the unfinished film was never released due to the collapse of distributor Empire Pictures. Paul Bradford is a skilled computer programmer who lives with his girlfriend, "X-CaliBR8," a quasi-sentient personal computer that Paul programmed and which he interacts with via a neural interface. Gwen is jealous of Paul's unusually close relationship with X-CaliBR8, to whom Paul has given a female voice, fears that their relationship will be destroyed by Paul's reliance on X-CaliBR8 for his various day-to-day activities.
One night and Gwen are both transported to a Hellish realm presided over by Mestema, an ancient, demonic sorcerer who has spent millennia seeking a worthy opponent with whom to do battle. Having long defeated his enemies with magic, Mestema has become intrigued with technology, wishes to pit his skills against Paul's, with the winner claiming Gwen. Arming Paul with a portable version of X-CaliBR8, Mestema begins transporting Paul into a variety of scenarios in which he must defeat various opponents. Most of the challenges involve Paul using his X-CaliBR8 wristband to shoot people and objects with laser beams. After Paul completes Mestema's various challenges, the two engage in a final battle, which takes the form of a fist fight in which Paul kills Mestema by throwing him into a pit of lava. After Mestema dies and Gwen are transported back to their house, where Gwen expresses her acceptance of X-CaliBR8 and suggests that she and Paul get married; the quote "I reject your reality and substitute my own!" was popularized by Adam Savage of MythBusters.
This was referenced in "Sword Art Online Abridged" by Something Witty Entertainment. When Kirito uses the line in reference to MythBusters, it is mistaken by Heathcliff as a reference to The DungeonMaster; this line is a rephrasing of dialogue spoken by actor Tom Baker in the 1976 Doctor Who serial The Deadly Assassin. The film is sampled in the Skinny Puppy song "Hexonxonx", the second track from the 1989 album Rabies; the film's trailer is featured in Drafthouse Films compilation of B-movie trailers Trailer War. One of the tracks on synthwave artist Perturbator's "TERROR 404" album is titled "X-CaliBR8" On October 29, 2013, Scream Factory released the film on DVD for the first time, along with Contamination 7, Catacombs and Cellar Dweller as part of the second volume of their Scream Factory All-Night Horror Marathon series. On December 15, 2015, Shout Factory released The Dungeonmaster on a double feature Blu-ray along with Eliminators. A short film, "The Dungeonmaster II," was produced as an entry in the anthology horror film Pulse Pounders.
Byron and Moll both reprised their roles. As of 2014, the film has only been exhibited once; the Dungeonmaster on IMDb The Dungeonmaster at Rotten Tomatoes The Dungeonmaster at AllMovie
Dungeon Master (video game)
Dungeon Master is a realtime role-playing video game featuring a pseudo-3D first-person perspective. It was developed and published by FTL Games for the Atari ST in 1987 identical Amiga and PC ports following in 1988 and 1992. Dungeon Master sold 40,000 copies in its year of release alone, went on to become the ST's best-selling game of all time; the game became the prototype for the genre of the 3D dungeon crawlers with notable clones like Eye of the Beholder. In contrast to the traditional turn-based approach that was, in 1987, most common, Dungeon Master added real-time combat elements. Other factors in immersiveness were the use of sound effects to indicate when a creature was nearby, dynamic lighting. Abstract Dungeons and Dragons style experience points and levels were eschewed in favor of a system where the characters' skills were improved directly via using them. Dungeon Master was not the first game to introduce these features. Dungeons of Daggorath for the TRS-80 Color Computer first employed them in 1982.
Dungeon Master was, responsible for popularizing these elements. Other features of Dungeon Master included allowing players to directly manipulate objects and the environment by clicking the mouse in the enlarged first-person view, it introduced some novel control methods including the spell casting system, which involved learning sequences of runes which represented the form and function of a spell's effect. For example, a fireball spell was created by mixing the fire symbol with the wing symbol; this kind of attention to detail and focus on the user interface was typical of the game and helped create an captivating sense of craft and ingenuity. While many previous games such as Alternate Reality: The Dungeon, The Bard's Tale and Wizardry offered Dungeons & Dragons-style role-playing, Dungeon Master established several new standards for role-playing video games and first-person video games in general, such as the paper doll interface. Another factor in its popularity may have been the imaginative mythology, with players reporting a nurturing identity with their chosen characters.
Nancy Holder, wife of producer Wayne Holder, wrote the storyline in the manual. She is a successful novelist, has written for television series including Buffy the Vampire Slayer, the Teenage Witch, Smallville. Many reviewers considered Dungeon Master as the best example of its genre, despite the many clones that arrived to challenge it. First of these was Bloodwych, featuring similar gameplay but adding a mode allowing two simultaneous players on one machine. Other notable clones included Eye of the Beholder. Many champions have been sent into the dungeon with the quest to recover Librasulus firestaff. With the firestaff, Librasulus can defeat Lord Chaos; the player is Theron, the apprentice of the Grey Lord, that goes into the dungeon with the task to resurrect four champions, guide them through the dungeon, to find the firestaff and defeat Lord Chaos. As Theron, the player cannot progress past the first section of the game until they have selected up to four champions from a small dungeon containing 24 mirrors, each containing a frozen champion.
The frozen champions are based upon a variety of fantasy archetypes to allow diversity within the player's party. If the player finds the firestaff and uses it to defeat Lord Chaos, this will be the real ending of the game, but there is an alternative ending if the player finds the firestaff and leaves the dungeon without destroying Lord Chaos. You can access a small, simple dungeon by holding a key or 2 during the loading screen when the FTL logo appears, the Kid's dungeon's mobs are weak and the game ends after you slay the dragon, in the'Dragon's den'; the dragon takes a single FUL bomb to kill. Dungeon Master was started with the name Crystal Dragon coded in Pascal, targeted the Apple II platform. Doug Bell and Andy Jaros began development in their development studio PVC Dragon, before they joined in 1983 FTL Games, it was published in 1987 for the Atari ST first. A updated Amiga version was released the following year, the first video game to use 3D sound effects. Dungeon Master was ported to many platforms like PC, Apple IIGS, TurboGrafx-CD, SNES, Sharp X68000, PC-9801 and FM Towns.
The game was translated from English into German, Japanese and Korean. According to "The Definitive CDTV Retrospective: Part II" by Peter Olafson, Dungeon Master was ported to the Amiga CDTV but this version was never completed because FTL could not obtain reliable information from Commodore about saving games to memory cards. Dungeon Master was ported to Macintosh but never released. There exists a prototype for the Atari Lynx under the name Dungeon Slayers; the packaging cover art was designed and illustrated by David R. Darrow, for which Andy Jaros posed as the leftmost character pulling on the torch; the woman in the scene was Darrow's wife and the muscular man in the background is unknown, but hired by Darrow from a local fitness club. The painting itself is 25 to 30 inches high and doesn’t contain the word "Master". Darrow’s painting portrays a scene from the prologue in the manual for Dungeon Master, it shows the three main characters' last few minutes alive, is a portrayal o
Dungeons & Dragons (TV series)
Dungeons & Dragons is an American animated television series based on TSR's Dungeons & Dragons role-playing game. A co-production of Marvel Productions and TSR, the show ran from 1983 through 1985 for three seasons on CBS for a total of twenty-seven episodes; the Japanese company Toei Animation did the animation for this series. The show focused on a group of six friends who are transported into the titular realm and followed their adventures as they tried to find a way home with the help of their guide'Dungeon Master'. A final un-produced episode would have served as a conclusion as well as a re-imagining had the series been picked up for a fourth season. However, the show was cancelled; the script can be found from various sources online and was performed as an audio drama as a special feature for the BCI Eclipse DVD edition of the series. The show focuses on a group of friends aged between 8 and 15 who are sucked into the "realm of Dungeons & Dragons" by taking a magical dark ride on an amusement park roller coaster.
Upon arriving in the realm they meet Dungeon Master. The children's main goal is to find a way home, but they take detours to help people or find that their fates are intertwined with that of others; the group come across many different enemies. Venger is a powerful wizard who wishes to rule the realm and believes the power from the children's weapons will help him to do so. Another recurring villain is Tiamat, a five-headed dragon and the only creature that Venger fears. Throughout the show, a connection is suggested between Dungeon Venger; the final unproduced episode "Requiem" would have confirmed that Venger is the Dungeon Master's corrupted son, redeemed Venger, ended on a cliffhanger where the six children could return home or deal with evil that still existed in the realm. Hank, the Ranger: At 15, he is the oldest of the gang, along with Eric, a natural leader. Hank is a brave and noble individual, maintaining a focus and determination when presented with grave danger. Hank is a Ranger, with a magical bow.
These arrows could be used in many different ways such as a climbing tool, to hurt enemies, to bind them or to create light. His deepest fear is a failure to be a leader. Twice he does fail as a leader: making the wrong decision trying to save Bobby from Venger and disobeying Dungeon Master's instructions. Only once does his anger and frustration at not going home result in uncontrollable rage at Venger. Of all the kids, Venger regards Hank as his most personal enemy. Eric, the Cavalier: The Cavalier age 15 is the spoiled child. On the surface, Eric is the big-mouthed coward of the show, he fulfills the role of the comic relief character. Despite his egotism and snobbery, Eric is also the most realistic character: complaining about the dire situations in which he is involved and voicing concerns which might be common to inhabitants of our world transplanted to the Realm. Despite his cowardice and reluctance, Eric has a well-hidden heroic core, saves his friends from danger with his magical shield, which can project a force field.
In one episode, he is granted the powers of the Dungeon Master, manages this duty quite successfully—even to the extent of risking his own life fighting Venger—so his friends can return home. Series developer Mark Evanier revealed that Eric's contrary nature was mandated by parents groups and consultants to push the then-dominant pro-social moral for cartoons of "The group is always right. Diana, the Acrobat: Diana is a brave 14-year-old girl, she is an Acrobat, an outspoken and tomboyish member of the group. She carries a magic staff which can shift in length from as short as a few inches to be carried on her person to as long as six feet, which she uses as a weapon or as an aid in various acrobatic moves. Furthermore, if the staff is broken apart, Diana has to touch the severed pieces together at their break point and they will reunite, she is skilled at handling animals, is a self-assured, confident person. These qualities make her the natural leader in the absence of Hank, it is mentioned that Diana is chosen as the Acrobat because in her real world she is an Olympic-level gymnast.
In "Child of the Stargazer" Diana finds her soulmate—whom she must give up in order to save a community. Presto, the Magician: 14-year-old Albert, better known as Presto, is the Wizard. Presto fulfills a role of the well-meaning, but hopeless magician, he suffers from low nervousness, which manifests in the use of his magical hat. He is able to pull an endless succession of various tools from it, but these will be, or appear to be, of little use. There are numerous instances when the whole group is in danger, whereupon Presto will draw from his hat what is needed in order to save all of his friends. Although, like all the kids, Presto yearns to return home, in "The Last illusion" Presto finds his soulmate—an illusion power girl named Varla and makes friends with the Fairie Dragon Amber. Sheila, the Thief: As the Thief, Sheila age 13 has a magical cloak which, when t
The Dungeon Master
The Dungeon Master: The Disappearance of James Dallas Egbert III is a 1984 book by private investigator William Dear, in which he gives his explanation of the 1979 "steam tunnel incident" involving the disappearance of James Dallas Egbert III, a student at Michigan State University. In his book, Dear explained. Egbert was a 16-year-old child prodigy, battling intense academic pressure, drug addiction, personal issues, he had entered the school's utility tunnels with the intent of committing suicide and went into hiding after that attempt. After learning that Egbert had played Dungeons & Dragons, unfamiliar with the game, suggested that Egbert may have entered the tunnels to play a live-action version of the game; this theory was taken as fact by the media and caused intense controversy over the psychological effects of role playing games. After several weeks, Egbert gave himself up to Dear. In 1980, less than a year after the incident, Egbert committed suicide by self-inflicted gunshot wound.
Dear kept the true circumstances of the disappearance a secret until four years after Egbert's death, due to a promise he made to the boy not to reveal them. History of role-playing games Media circus Mazes and Monsters Dear, William C; the Dungeon Master: The Disappearance of James Dallas Egbert III, Houghton Mifflin, 1984. Dear, William C; the Dungeon Master: The Disappearance of James Dallas Egbert III, Random House, 1985. "The Disappearance of James Dallas Egbert III" by Shaun Hately "The Attacks on Role-Playing Games" by Paul Cardwell, Jr