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    TAKING THE NARRATIVEBY THE TAIL:

    GM INTRUSIONS & SPECIAL EFFECTS

    BY MONTE COOK

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    GM INTRUSIONS &SPECIAL EFFECTS

    GM intrusions are the moments for the Numenera GM to really shine. When used properly, youabsolutely have the players attention, each person around the table hanging on your every word,waiting to see whats going to happen. Like the twist in a movies plot, or a heightening of anovels tension, when a GM uses one of these very special moments, its time to give the story ofthe game something very special. But how do you use this feature of the game to its fullest?

    WHAT ARE GMINTRUSIONS FOR?

    First and foremost, its important tounderstand that GM intrusions are theprimary at-the-table tool for GMs toparticipate in helping to craft the story thatthe group is creating. In the same way thata player contributes by stating what hercharacter will do as her action, a GM intrusionis the GMs action. Its the GMs contributionto the ongoing events to make things moreinteresting.

    A PCs action is probably driven by twomotivations: playing the role the player hascreated, and succeeding at the goal the PChas in front of her. GM intrusions are drivenby a different motive. Theyre not based onthe PCs goal one way or another. Theyre notmeant to be an action taken to prevent thePCs from reaching their goal (although theymight result in that happening, thats nottheir purpose).

    The GM intrusion is motivated solely bymaking the story more interesting. These

    intrusions represent the natural course ofevents outside the PCs control: the rest of theworld, fate, luck, and so on. In the past, suchthings have been solely in the purview of oftencumbersome rules for NPCs, weather, theenvironment, and so on, as well as the widelyopen-ended realm of GM fiat.

    Its also the replacement for the GMstraditional role of rolling dice. Its certainlya different mindset to get into from othergames, Ill admit, but rather than use game

    2

    CREDITS

    Writer/DesignerMonte Cook

    EditorShanna Germain

    ProofreaderKim Mohan

    Graphic DesignerNissa McCormack

    Cover ArtKieran Yanner

    ArtistsDreamstime

    Monte Cook GamesEditorial Team

    Scott C. BourgeoisDavid Wilson Brown

    Eric CoatesRyan KlemmJeremy Land

    Laura WilkinsonGeorge Ziets

    2014 Monte Cook

    Games, LLC

    Numeneraand itslogo are trademarks of

    Monte Cook Games, LLCin the U.S.A. and other

    countries. All MonteCook Games characters

    and character names,and the distinctive

    likenesses thereof, aretrademarks of Monte

    Cook Games, LLC.

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    mechanics to determine if the pursuingabhumans get through the door that the PCshave just barred behind them, the GM usesGM intrusion to have it happen when it wouldbe most appropriate for the story.

    Thats what most GMs do all the timealready. A D&DDungeon Master says, nowthe door breaks down and the orcs comethrough when it feels right, not when a gamemechanic says that it happens (althoughdepending on the edition, there are game

    mechanics which would determine how long ittakes for the orcs to break down a door). Andthats fine. It happens so frequently we kindof dont even recognize it. Deciding when andif things happen is what GMs do. Numenerajust formalizes and encourages it.

    Why? Because it makes for better stories.There are things that GM intrusions canallow for that would never happen in a gamewithout them because there would never berules or die rolls involved. Imagine that the

    PCs are going to talk to the King and Queenof Iscobal. They enter the audience chamberand proceed to the throne. The GM intrudesand says that the nano in the group trips onthe end of the rug, stumbles, and lands on herface. What happens next is crucial. Does thenano recover with aplomb? Self-deprecatingcharm? Fluster? Anger and embarrassment?Her reaction will completely shape the waythat encounter goes, and it would neverhappen without the intrusionits a routine

    action without the need for die rolls, andtheres no incentive for the player to initiatethe fumble on her own. So the GM has todo it. The GM intrusion just formalizes theevent, and even gives the players some XP tosoften any at-the-table resentment that mightmistakenly arise. (Plus, what better thing toaward experience points for than having toreact to a unique experience like that?)

    3

    Throughoutthissupplement,

    youll see pagereferences to variousitems accompaniedby this symbol. Theseare page referencesto the Numeneracorebook, where youcan find additionaldetails about thatitem, place, creature,or concept.

    Iscobal, page 158

    The Numenera corebook

    discusses GM Intrusionsin detail, with anumber of examples. Ihighly encourage thoseinterested to read orreread that section beforereading this glimmer.Numenera corebook, GMIntrusions, pages 325-328

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    WHAT GM INTRUSIONSARE NOT

    GM intrusions are not a way for anadversarial GM to screw over PCs orplayers. They are not a means of punishingplayers. They are not the means to make

    PCs constantly fumble and look like idiotsdespite the example above.In fact, a GM intrusion doesnt have to be

    something bad. It might simply be somethingthat takes the narrative in an unexpecteddirection. It can be a door opening to lead thecharacter to a completely different solution. Orit might appear to be something bad, but if thePC reacts well, it might end up being beneficial.Or it might just be a surprising turn of eventsor a reveal that no one expected.

    EXAMPLE GM INTRUSIONSHere are some ideas for GM intrusions thatyou can use in your next game. These examplessupplement the list on pages 328 and 329 ofthe NumeneraCorebook.

    USE ANY TIME

    A loud crash/yell of pain/cry for help isheard nearby. One of the PCs cyphers begins to beep

    out a mysterious code. A dangerous storm blows in, with high

    winds, torrential rain, and lightning. An unexpected encounter happensa

    beast suddenly shows up on the road, anancient automaton wanders around thecorner, a lost child grabs the PCs leg, etc.

    A surprising fact is revealedtheshopkeeper is a spy from another land, thehollow tree is full of angry bees, the water

    is actually flammable oil.

    4

    For some GMsexperienced with other

    systems, a good ruleof thumb might be

    that whenever you getthe urge to roll dice,

    its time for a GMintrusion.

    For GMs with goodnarrative instincts, a

    good rule of thumbmight be, any time you

    think to yourself duringa session, You know

    what would be cool?Thats an opportunity

    for a GM intrusion.

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    A trap is sprunga trapdoor opensbeneath the PC, the device malfunctionsand shocks the user, an ithsynsuddenlyleaps from the tall grass.

    A partial successthe PC climbs up thehill, but knocks some rocks down onher friends.

    Something materializes out of thin airanultraterrestrial carnivore, a time-travelingcube, a phase-shifting vehicle, a portal toanother planet, etc.

    Someone of importance makes asurprising and probably inopportuneappearancePC friend, relative, enemy,lost companion, etc.

    INTERACTION ENCOUNTERS Someone uninvolved with the discussion

    arrives with important news. Wardrobe malfunctionsomeones

    clothing comes undone, tears, orotherwise becomes inappropriate, toorevealing, or simply very wrong.

    No decorumsomeone belches, getsphysically ill, or suddenly realizes he has areal odor problem.

    Faux passomeone says preciselythe wrong thing, which might deeplyoffend another.

    Flirtationsomeone takes the interactiona step too far.

    Rules are rulesan obscure rule orstrange law prohibits the NPC from

    speaking on the topic the PC wants totalk about.

    Interruptionthe person the PC isinteracting with is suddenly called away onanother, unrelated matter.

    COMBAT ENCOUNTERS Someone/something uninvolved with

    the fight shows up suddenly and looks toget involved.

    The foe is not what he appeared to beahuman-like automaton, an abhuman in

    disguise, a long-lost relative of the PC, etc. The force of the opponents attack pushesthe PC into a pit, through a doorway,into the strange machine, etc.

    The PC realizes that there is somethingabout the foe that indicates he must besparedhes holding a fragile valuable;he apparently knows valuable information;if hes not immediately placated, he willbring doom down somehow, etc.

    The fight causes unintentional damagethe ceiling, the floor, or a nearby wallcollapses, the nearby machine explodes, aninnocent bystander is harmed, etc.

    The foe reveals some surprising abilityor item that gives him some advantagein combat (that advantage might be the

    ability to flee to safety).

    ITEM MALFUNCTIONSNot all GM intrusions, even those triggeredby a 1 on the die, should be fumbles ormalfunctions. A GM intrusion can beanything that potentially changes the courseof the action or the storyline. However,sometimes a malfunction is in order when theGM intrusion involves the numenera. Here aresome suggestions:

    The device triggers its effect on an

    unintended target. The devices effect is, if possible, reversed.

    A restorative effect becomes damaging.An attack becomes something thataids or heals.

    The devices effect is triggered, but inan unexpected or undesirable way. Theuser is not in control of the device. A beltthat grants the ability to hover sends thewearer careening off in a random direction,probably to crash into a wall or the floor.A ray emitter fires wildly or explodes. Aninjector sprays its contents into the users

    eye, causing pain and temporary blindness. The device explodes, inflicting

    damage equal to its level to all withinimmediate range.

    The device reaches out telepathically andobeys the commands of a creature otherthan the user within long range.

    The device inexplicably sprouts metallic,spider-like legs and scurries away, never tobe seen again.

    The device negates gravity in immediaterange for one round.

    The device releases a pulse that stunseveryone in immediate range for oneround, during which they can takeno action.

    Energy feeds back into the user, whosuffers damage equal to the devices level.

    The device and 1d6 other nearby devicesare permanently depowered.

    The device loses all power, butanother device within long range gainsextra power.

    TAKING THE NARRATIVE BY THE TAIL

    5

    A GM intrusion doesntalways have to affectthe PC directly. If amistake is made duringan interaction, considerhaving the NPC makethe mistake instead ofthe PC. That creates anunexpected situationwhich could lead tointeresting results.

    Ithsyn, page 241

    One way to increase theimpact of a GM intrusionis to give players a chanceto anticipate whats goingto happen. Slowly sliding

    XP cards across the table,

    playing a certain sound,or using some other tellcan heighten the tensionof the dramatic momentand get everyone fullyengaged.

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    A spatial warp is created, leading to a placevery far away (or another universe entirely).It remains open for only a few rounds.

    The device gains intelligence andtelepathic abilities and wishes to negotiatewith the user in order to activate.

    All within immediate range are filled withirrational fear for one round and flee attop speed.

    The device fuses with one or two otherdevices in the users possession andbecomes an entirely new artifact.

    SPECIAL EFFECTSLike GM intrusions, special effects (when aplayer gets a 19 or a 20 on her die roll) area time when someone at the table takes thenarrative by its tail, if just for a brief moment.Its a chance for the GM or a player (or, ideally,the GM and a player working together) to add

    a flourish with a real effect on the action. Eachfocus in the Numenera rules has a couple ofsuggested special effects, because wheneverpossible the effect should be tied to the actionat hand. Sometimes, however, a few ideas forgeneral-use special effects can come in handy.Use this list to generate some ideas.

    MINOR EFFECTS Everyone who can see you is so impressed

    with your skill that the next time youattempt an interaction with one of them,the difficulty is reduced by one step.

    Youre so satisfied with your success thatthe difficulty of your next action is reducedby one step.

    A foe is so intimidated by your prowessthat she drops something she is holding.

    A non-ally is so impressed and surprisedby your action that he does somethingembarrassing.

    An uninvolved bystander (if any) who cansee you will remember you and your skill.

    MAJOR EFFECTS One foe is so intimidated by your prowess

    that he uses his next action to flee. Someone thinking about betrayal who

    sees your skill reconsiders (this one mightbe appropriate only if the player suspectsbetrayal).

    Someone who can see you is so impressedwith your skill that henceforth, anytime you attempt an interaction withthat person, the difficulty is reducedby one step.

    You succeed with such grace that you canimmediately take a second action, but

    it must be different from what you justsucceeded at. Youre so satisfied with your success

    that you can reroll a die roll of yourchoosing this session as if you had spent1 XP to do so.

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    Minor and majoreffects, page 88

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