If anything I think Monte was reaching out to people who may not have considered natural 1 rolled bad things that don't stem from character incompetence and bringing the possibility of such to their attention.
Well, quite. My claim is that he is going further, though, and pointing out that - once you try and do that - you find that you have to narrate "bad things" that, in the fiction, are not causally downstream of the failing character's action.
I think confusion is arising because you are either purposefully or accidentally mis-stating his stance depending on what particular post we look at. Claiming he is totally against something as you do here.
Because obviously I've got nothing better to do with my time that post purposeful misstatements of Monte Cook on the interwebs!
How about you give me the benefit of the doubt and I'll give you the same
You haven't really given me the benefit of the doubt - you've accused me of purposefully misstating Monte Cook's stance! But anyway, I'll repeat, again, the key passage from Monte Cook's blog, and will bold a key phrase:
[T]he Cypher System rules don’t say that a 1 is a fumble. It’s the trigger of a GM intrusion. An intrusion is a complication, but it’s not necessarily a complication arising from someone doing anything wrong.
In a combat situation, a GM intrusion can range from the opposing creature gaining an additional chance to attack for a round, to reinforcements for the opposition showing up. It could mean that the character accidentally shoots a friend, or drops her weapon, or slips and falls, but those should be rare. Far more often, it should be some external circumstance that arises, and not something “wrong” that the character did.
Here we see Monte indicating:
(1) That a nat 1 is not just a fail. It's a trigger for something more than a failure - what, upthread, I called a "big" or distincitve event. Something other than "nothing happens".
(2) That typically, even primarily, such events ought not to be due to major screw-ups by the failing character (not something "wrong" that the character did).
(3') Following on from (2), that far more often these events should be external circumstances such as reinforcements, rather than events that (in-fiction) are causally downstream of the failing character's action.
And
I am asking the question: why (3')? My conjectured answer (
not an assumption) is that there are simply not enough events that are possible
within the fiction that satisfy (1) and (2), yet nevertheless
are causally downstream of the failing character's action.
His argument is based on player enjoyment
This is his reason for affirming (2), yes. But on it own it tells us nothing about (3) or (3'). And that is what I am interested in.
I disagree that this is Monte's position or reasoning for wanting to reduce character ineptness driven fumbles.
I'm not even talking abot his reason for wanting to reduce ineptness-driven fumbles! I'm asking why, given that he wants to do this, is he moved to say that they should be mostly external circumstances?
Monte doesn't even claim they shouldn't primarily or typically be major screw-ups by character incompetence
What do you think, then, is the meaning of the phrase
far more often it should be some external circumstance? Which is used to
contrast with such screw-ups as accidentally shooting a friend or dropping a weapon?
But this is a secondary point (as [MENTION=27160]Balesir[/MENTION] has pointed out not very far upthread). Even if he thinks that incursions should,
typically, be major screw-ups, he nevertheless contrasts
major screw-ups with
external circumstances that are not, in-fiction, causally downstream. Why? Why are these the two options he puts on the table?
GM Intrusions are not necessarily big events
I think you misunderstand what I mean by "big event". I used the phrase in post 302 upthread, which was a reply to you:
if the idea is that a nat 1 result should, in some way, stand out from a typical failure, then something bigger and more distinctive has to happen on a nat 1.
Otherwise, what is the point of the intrusion-triggered-by-nat-1 mechanic?
different events and big events are not synonyms
Can we please move on from semantics! In post 302 I made it clear what I am meaning by the phrase "big event" - I mean something different from a normal failure, that stands out enough to make the mechanic worth having at all. If you don't like the phrase I've chosen to use, fine - I'm not wedded to it, I just wanted something to pithily express the point.
But I'm pretty sure my choice of phrase isn't the most interesting thing to talk about - as opposed to Monte's reasons for saying that incursions should,
far more often, be external circumstances. I'm interested in why his rejection of major screw-ups leads him to this particular claim. It's not self-evident, and in fact - in light of the whole "dissociated mechanics" debate - I would have thought is very controversial. There are certainly many posts upthread which have rejected Monte's suggestion, on grounds that "external circumstances" mean the GM is making things up out of thin air, etc.
In the post you have quoted I am not stating
reasons. I am interpreting Monte Cook's blog, and offering a conjecture as to why he says the things that he says. In the post of mine that you quoted, (1) to (3) are not reasons but properties/attributes of narrated events. I am conjecturing that there are not very many possible in-fiction events that exhibit all three properties, and that this is why Monte - in affirming that intrusions should satisfy (1) and (2) - is led to say that,
far more often, they will not exhibit (3) but instead (3') - that is, will be events which, in fiction, are
not causally downstream of the failing characer's action.
Not sure why this wouldn't be the case (especially in a game of weird science-fantasy like Numenera, and really is not a point I have seen Monte or Charles make anywhere (my biggest issue with your claim here)
The easiest example I can think of to disprove what you are claiming are equipment (armor, weapon, cyphers, vehicles, tools, etc.) failures and malfunctions... especially in Numenera where the technology is supposed to be poorly understood and re-jiggered to purposes it was never originally intended for. Flows causally, has nothing to do with PC incompetence and can have different effects than a normal failure...
OK, so this is the sort of thing I actually was hoping to talk about!
What does the equipment failure flow from, in in-fiction causal terms?
If it flows from the PC's
misuse, then we are getting back into the territory of
major screw-ups or
a compication from someone doing something wront.
So presumably we are talking, here, about failure that follows simply from
use.
Is there an important difference between (i) the GM deciding, on a nat 1, that a piece of equipment has worn out or malfunctioned from use
even though the cause of that (eg metal fatigue, drained power supply, etc) was not a hitherto-established element of the shared fiction, and (ii) the GM deciding, on a nat 1, that another enemy turns up
even though the presence of that enemy just slightly off-screen was not a hitherto-established element of the shared fiction?
If (i) draws support and in-fiction plausibity from the idea that, in Numenara, technology is poorly understood and jury-rigged, can (ii) be given support and in-fiction plausibility by having the GM emphasise that , in his/her gameworld, things are often not as they seem and foes rarely show their hand all at once?
And conversely, and relating this to some of the concerns express someway upthread: if (ii) becomes a less plausible move in a game in which the PCs do a lot of scouting and other intelligence gathering, what happens to (i) if the PCs have very high repair skills, spend a lot of time emphasising how well they are maintaining their equipment, etc?