"Lots of Cunts" it is.
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...that's pretty much been my DMs' response to not naming our party, every time they've asked...
My strategy was to give the group some notoriety after they had done some stuff in the local region and have the local populous come up with really bad names and descriptions for them. Eventually they came up with their own name that fit them really well. They still have a few in jokes based on the names they were given. It felt fun and collaborative so I'll probably keep that strategy.
Just like the best way to get the right answer on the internet isn't to ask... it's to post a wrong answer and wait for the correction!
I'm the sort of DM (and once as a party member) that, sooner or later, will put my players in a situation where they need a group name. Registering for gladiator trials, requesting an audience with the Grand High _____, putting in a restaurant reservation, or making it so they have have to repeatedly identify themselves when using Sending. The names tend to stick after that.
In the campaign I DMd, and the second in our sort of lineage of home games, I ran a 5 round elimination tournament designed for small mercenary groups (adventuring parties) which I adored. The party hadn't named themselves at the time, but as I got to name the 31 other factions on the board, it put the pressure on. They came up with The Spellcasters of Fortune, as they were effectively soldiers of fortune at that point and an all full caster party. Side note, I really enjoyed the structure of the tournament and the natural intrigue created by knowing all the active factions (which was only about 8 from when it mattered).
Our third campaign is a morally grey city campaign that's very faction focussed, with literal superhero and supervillain themes. In this game, where we don't really want to ally ourselves with anyone, we've gone by 'The Third Party' which is a great double name for our in game motivations and out of game chronology.
I had a DM wanting us to come up with a party name after a dozen or so sessions together. Our first big quest - and a couple reoccurring themes - had to do with escorting NPCs, so we decided to call ourselves "The Escorts". All the players not only liked it but were actually excited about it. But DM flat out refused to allow it. (Important context, we were all adults between 25 and 40). We never came up with another name, and the campaign started falling apart no long after that.
What kind of backwards, boring ass DM does that?
Did y'all form up another group without them?
Ok, The Cunts it is!
The party recently salvaged a boat, and ended up voting for the name BO-AT (Bouyancy Operated Aquatic Transport). The 2nd place option was "Troat". Players cannot be trusted with naming things
Noun-y Mc-noun-face
Can someone explain the basics of D&D to your humble lurker?
Bunch of people gather around a table. One person is the 'Dungeon Master'. Everyone else are 'Player Characters'. The 'Dungeon Master' makes up a heroic-fantasy scenario ("City under attack by goblin hordes"), and the 'Player Characters' all attempt to resolve it, or frustrate the DM with their antics ("I seduce the goblins"). To determine success or failure of actions, dice are rolled.
From one non-player educated through memes, podcasts, and Baldur's Gate to another: You and the boys try to collaboratively write a book while one sadist and fate fuck it up.
Building on other replies you've gotten, if you're familiar with games like Skyrim, D&D is a bit like that.
Except instead of a computer programme with hard-coded responses for all the NPCs and hard-coded quests and ways for the player to solve quests, a human being called the Dungeon Master plays all the NPCs and adjudicates all your actions. This is the key to tabletop RPGs, because it means you can truly try anything. You're free to really think outside the box. Need to get past a guard into a castle? A computer game might give you the option of stealth or kill. In D&D you might seduce him, put on disguises, bribe him, climb up a window and bypass him, or anything else you can think of. Some videogames might give you that many choices some of the time. But TTRPGs like D&D give you all the choices all the time.
Usually you play with 3–5 players plus a DM.
In terms of how it actually plays at the table, instead of the computer determining if your stealth succeeds, how much damage you do, etc., you roll dice and add numbers based on your character abilities.
When my party first entered the major city I had them name the party. A Nu Start, they said. sigh
Anus Tart, very nice
Sadly, I didn't find my current RP group until the all-bard group Kobold Dance Party had already broken up...
I don't think I've ever DMed or played in a group which named the party.
I'm pretty sure it's the same for me, with perhaps the one exception when the party masqueraded as a traveling musical troupe and had to name the troupe. However when the masquerade ended the name was never spoken again. So maybe that kinda counts?
I never even realised it was a thing people did commonly until I started watching Critical Role.
The closest my group has ever come is playing the Hell's Rebels adventure path for Pathfinder. In that you resurrect an old group called the Silver Ravens, so that essentially becomes your party's name.
Our DM had us name ourselves in order to enter a plot relevant tournament. Of course being the gamers we are we immediately settled on a lazy play on the title of the adventure
Be a Cyberpunk GM. It makes things easy. Name of the party?
The crew / the gang
Also, make sure you throw some bots and turrets at them.
That's for starters. Make it Maelstrom gangers ^^
Oh lawd they gon' get chopped up and sold for spare parts.
The name of my current party is Pyromaniac Diplomats. It perfectly describes how the party works.
It's the Not Dead yet Club.
Everything is better than the Turtle F~~u~~riends.
Show sauce?
Game of Thrones
Ah, probably could’ve guess that one
Really the DM ought to toss out names, reacting to the actions of the party, and just see what sticks.
My NPC's will start recognizing the party by their recent exploits, such as "The Heroes of Phandelver" — or "The Butchers of Phandalin," as the case may be.
If the players want to "rebrand" the party, that's just another quest goal. Always attainable, but you can't murder-hobo your way to being beloved by the countryfolk.
One PC I play is one of "The Orange Cart Heroes" (the DM's invention) after a minor but very public encounter. That's fun. It doesn't matter that our later exploits ought to be more noteworthy.
The meme is right: Asking the players to name their team typically ends up like the end of Mystery Men where every idea is worse than the last. The good idea comes from the journalist talking to them.
Fun thing, within a larp of mine came a subgroup that ended up forging DnD plans.
The fighter, the barbarian, the paladin and the monk immediately went to call their quartet "The Bonk Squad"