Hi,
Any games needs some kind of manager after some point of complexity and features.
awarding points doesn't need a global manager, your player or feature logic can do that by itself. It can talk to a manager and say "Add x points to player", but not necessarly "Player did this" and then let the manager decide how many points to attributes.
It's really here a question of personal taste really. Some prefer using managers and take away as much responsability from the features, and some prefer giving more freedom to each features and give them responsibility.
I know it may sounds like not really answering
Photon has nothing to do with these kind of decisions actually.
So, I would recommand not to use a global manager if you are starting with all this. You can always move the logic into a manager later, while I found that doing the opposite is a lot more complicated to refactor.
So, actually, empower your player and features to handle themselves on their own, and only let global managers deals with things like where to get info and how to load save data.
so, your global managers knows about databases, player prefs, etc etc, while your features only know about their "points" and "awards", not carring about how and where it's actually stored.
does that make sense? if you go this way, you can easily build new features, adapt your game for a different platform that has different ways of storing retrieving data, etc etc
I think that your thinking process is getting confused because of the concept of "server" on multi player games right? here with photon, there is no server, therre is no central brain where you can manage a game. SO, if you create such dungeon Master, it will need to be a special kind of player, one that doesn't count as a player in the lists, and is invisible in the 3d, yet, present in all running instances. And then it can receive and dispatch orders and details to all players or particular players when necessary.
Make use of room custom properties. It's a new feature I ported. You can add custom properties to players and rooms. Your "room" can then host details about that particular game, and players / and your dungeon master can rely on this to know the states of the game.
does that help a bit?
bye,
Jean