In June 2003, I ordered a Quad MasterScreen from
Warehouse 23. It was a product of Citizen Games... which is, near as I can tell, defunct now. The Quad Masterscreen seemed to be available for a very short time, and I'm very glad I bought one when it was.
It was a four-panel screen, with two pockets, one inner and one outer, on each panel. I used
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I considered buying it, then I realized that I'm no longer interested in playing games that require hiding dice rolls. And if I want to prop up artwork or helpful tables for people to look at, I could just buy some plastic stands. (In fact, I have an old plastic music stand in storage somewhere. I'm going to have to dig that out.)
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Interesting comment. I've rarely considered hiding dice rolls to be the primary use of a screen. I've always thought of the tables-and-charts to be the primary function.
Here's a list of functions that I think a screen provides:
The last one is almost always unique to commercial screens, but I've often tried to display something appropriate on my custom screens to the players.
I think my platonic ideal of an RPG is one that doesn't depend on tables and charts, but in practice I usually run games (Werewolf, Serenity, Star Wars) that do have some dependence on tables and charts. So this is still a very desirable function to me.
Curiously, I think something as dull and overlooked as a GM screen has, as you hinted, a huge amount to say about the roles of secrecy and suprise in RPGs. In one of Paul Tevis' recent podcast, he commented about coming to appreciate the role ( ... )
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