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Monte Cook On Fumble Mechanics
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<blockquote data-quote="Morrus" data-source="post: 7694375" data-attributes="member: 1"><p>Fumble mechanics have been part of the tabletop RPG experience for decades. Even where games don't have a fumble mechanic, many players house rule them in. A fumble is the opposite of a critical hit (or critical success) - its most common manifestation is a roll of 1 in a d20-based game (with a roll of 20 being the critical). Veteran game designer Monte Cook has some thoughts on fumble mechanics, and talks about them and how his Numenera RPG (and all of the Cypher System line) use an "intrusion" instead.[PRBREAK][/PRBREAK]<p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center">[ATTACH=full]110336[/ATTACH]</p> <p style="text-align: center"></p><p></p><p>It can be a divisive issue. If you're like me, you've experimented with fumble mechanics of various kinds over the years. When I was 12, I remember one character accidentally shooting a fellow character in the back of the head and killing him. Monte Cook's thoughts on the matter are that [HQ]"we don’t want to run games that “punish” players for rolling bad. A GM intrusion isn’t meant to be “punishment”—it’s meant to make things more interesting. But a fumble, for many people, just seems like a moment for everyone to laugh at them, and that’s not always fun."[/HQ]</p><p></p><p>If you look around, you'll find dozens of fumble house rules for most games. They clearly provide a draw to those who like to tinker with their games. But many games deliberately do not include any such rule.</p><p></p><p>You can read the <a href="http://www.montecookgames.com/monte-says-a-1-is-not-a-fumble/" target="_blank">rest of Monte's article here</a>. What are your thoughts on fumble mechanics?</p></blockquote><p></p>
[QUOTE="Morrus, post: 7694375, member: 1"] Fumble mechanics have been part of the tabletop RPG experience for decades. Even where games don't have a fumble mechanic, many players house rule them in. A fumble is the opposite of a critical hit (or critical success) - its most common manifestation is a roll of 1 in a d20-based game (with a roll of 20 being the critical). Veteran game designer Monte Cook has some thoughts on fumble mechanics, and talks about them and how his Numenera RPG (and all of the Cypher System line) use an "intrusion" instead.[PRBREAK][/PRBREAK][CENTER] [ATTACH=FULL]110336[/ATTACH] [/CENTER] It can be a divisive issue. If you're like me, you've experimented with fumble mechanics of various kinds over the years. When I was 12, I remember one character accidentally shooting a fellow character in the back of the head and killing him. Monte Cook's thoughts on the matter are that [HQ]"we don’t want to run games that “punish” players for rolling bad. A GM intrusion isn’t meant to be “punishment”—it’s meant to make things more interesting. But a fumble, for many people, just seems like a moment for everyone to laugh at them, and that’s not always fun."[/HQ] If you look around, you'll find dozens of fumble house rules for most games. They clearly provide a draw to those who like to tinker with their games. But many games deliberately do not include any such rule. You can read the [URL="http://www.montecookgames.com/monte-says-a-1-is-not-a-fumble/"]rest of Monte's article here[/URL]. What are your thoughts on fumble mechanics? [/QUOTE]
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