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Monte Cook On Fumble Mechanics
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<blockquote data-quote="Celebrim" data-source="post: 7694554" data-attributes="member: 4937"><p>If that is the question, neither the essay nor the system it is describing gives us the answer.</p><p></p><p>If that is indeed the question, to the OP I would say, "Well, are you playing the Itchy and Scratchy RPG, and do you find that scene funny?"</p><p></p><p>But I was of the opinion that the question was, "What are your thoughts on fumble mechanics?"</p><p></p><p>The short version would probably be, "They are mostly unnecessary, as simple failure will create risks of catastrophic failure all on its own without any need to rig the system. However, you may want to define specific scenarios in which they occur where introducing them reduces tedium and increases the ability to imagine the scene less abstractly, and then provide some guidelines for handling those specific cases. Examples might be things like catastrophic spell failure, or the rare disastrous attack action. The extent to which things can horribly go wrong and the ways they go wrong will influence the atmosphere of your game. So for example, really gruesome and significant catastrophic spell failures might well be appropriate for a horror based occult investigators game, but probably wouldn't be all that appropriate very often for heroic fantasy. Silly, ridiculous results of combat actions might be appropriate for a slapstick comedy game, but not for a game of action heroes. Fumbles should be used judiciously to avoid bogging down play and becoming a distraction in their own right, and care should be made to make sure the consequences of failure aren't so extreme or unpredictable that players are rewarded for never testing actions at all or otherwise encouraged to evade the system."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7694554, member: 4937"] If that is the question, neither the essay nor the system it is describing gives us the answer. If that is indeed the question, to the OP I would say, "Well, are you playing the Itchy and Scratchy RPG, and do you find that scene funny?" But I was of the opinion that the question was, "What are your thoughts on fumble mechanics?" The short version would probably be, "They are mostly unnecessary, as simple failure will create risks of catastrophic failure all on its own without any need to rig the system. However, you may want to define specific scenarios in which they occur where introducing them reduces tedium and increases the ability to imagine the scene less abstractly, and then provide some guidelines for handling those specific cases. Examples might be things like catastrophic spell failure, or the rare disastrous attack action. The extent to which things can horribly go wrong and the ways they go wrong will influence the atmosphere of your game. So for example, really gruesome and significant catastrophic spell failures might well be appropriate for a horror based occult investigators game, but probably wouldn't be all that appropriate very often for heroic fantasy. Silly, ridiculous results of combat actions might be appropriate for a slapstick comedy game, but not for a game of action heroes. Fumbles should be used judiciously to avoid bogging down play and becoming a distraction in their own right, and care should be made to make sure the consequences of failure aren't so extreme or unpredictable that players are rewarded for never testing actions at all or otherwise encouraged to evade the system." [/QUOTE]
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