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Monte Cook On Fumble Mechanics
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<blockquote data-quote="Balesir" data-source="post: 7695385" data-attributes="member: 27160"><p>I don't know what Monte thinks, and I don't have any experience of running the system, yet (although I have The Strange as a backer of the Kickstarter), but I'll hazard a guess at where I think it may have utility.</p><p></p><p>Contrary to what some seem to believe I don't think it ties into Intrusions being a "Nar technique". Others have mentioned Monte's historical affiliation with Gamist and Simulationist agendas and I think Intrusions make a good deal of sense from the point of view of the latter quite well. A plausible world has "stuff happening" - unexpected and effectively (from the point of view of most of the world's inhabitants) random occurrences that impact on their lives. Even rather large "Intrusions" - sudden avalanches, falling stars, other creatures passing by, changes in the weather - happen very frequently, even though each event, in itself, may be exceedingly rare.</p><p></p><p>It is obviously in keeping with a simulationist agenda to want to introduce such events in play; a world with them feels much more naturalistic and alive than one that has none. The problem then arises, how should they be introduced? Introducing them in response to dramatic needs brings in an agenda (deliberately created drama) that is alien to (and perhaps there is a worry that it might even be damaging to) the core, exploratory, world-imagining agenda of simulationism.</p><p></p><p>I can immediately identify two mechanisms that may suit sim that have been used to introduce such events. First is to periodically roll for them according to some sort of table. This is perhaps first seen in OD&D's "wandering monster" checks, but later systems (C&S, HârnMaster) expanded the tables to include other sorts of periodically occuring rare event. The second is essentially similar to the "GM Inrusion" discussed here; a die roll already being used for the routine resolution of the game's activity is given some specific result that calls for a rare event to be introduced. This latter has not been as common as the "encounter table" model, possibly because it seems to trouble some players when a random determination used to resolve uncertain outcomes in the game fiction is used to cover more than one duty (despite the fact that random chances can be readily combined and divided out of single instances of randomisation). Nevertheless, a rule known as "eyes of the gods" has been used in HârnMaster, where a roll of "00" on the percentile dice calls for something exceptional to happen, the in-game conceit being that one or more of the gods happened to be watching and decided to "spice things up a bit".</p><p></p><p>From this perspective, I think it's possible that Monte's motivation here might be to give some limited space for the GM to introduce some "story" elements of his or her choosing while keeping strictly within the control of a simulationist underpinning (becuase such is allowed only when the roll of 1 comes up). By "story" element here, I am thinking primarily of something chosen for aesthetic and instantaneous interest reasons, rather than a focussed introduction intended to speak to the players' thematic interests - although it might allow space for that, too, if there is some unrequited desire for it present, I guess.</p></blockquote><p></p>
[QUOTE="Balesir, post: 7695385, member: 27160"] I don't know what Monte thinks, and I don't have any experience of running the system, yet (although I have The Strange as a backer of the Kickstarter), but I'll hazard a guess at where I think it may have utility. Contrary to what some seem to believe I don't think it ties into Intrusions being a "Nar technique". Others have mentioned Monte's historical affiliation with Gamist and Simulationist agendas and I think Intrusions make a good deal of sense from the point of view of the latter quite well. A plausible world has "stuff happening" - unexpected and effectively (from the point of view of most of the world's inhabitants) random occurrences that impact on their lives. Even rather large "Intrusions" - sudden avalanches, falling stars, other creatures passing by, changes in the weather - happen very frequently, even though each event, in itself, may be exceedingly rare. It is obviously in keeping with a simulationist agenda to want to introduce such events in play; a world with them feels much more naturalistic and alive than one that has none. The problem then arises, how should they be introduced? Introducing them in response to dramatic needs brings in an agenda (deliberately created drama) that is alien to (and perhaps there is a worry that it might even be damaging to) the core, exploratory, world-imagining agenda of simulationism. I can immediately identify two mechanisms that may suit sim that have been used to introduce such events. First is to periodically roll for them according to some sort of table. This is perhaps first seen in OD&D's "wandering monster" checks, but later systems (C&S, HârnMaster) expanded the tables to include other sorts of periodically occuring rare event. The second is essentially similar to the "GM Inrusion" discussed here; a die roll already being used for the routine resolution of the game's activity is given some specific result that calls for a rare event to be introduced. This latter has not been as common as the "encounter table" model, possibly because it seems to trouble some players when a random determination used to resolve uncertain outcomes in the game fiction is used to cover more than one duty (despite the fact that random chances can be readily combined and divided out of single instances of randomisation). Nevertheless, a rule known as "eyes of the gods" has been used in HârnMaster, where a roll of "00" on the percentile dice calls for something exceptional to happen, the in-game conceit being that one or more of the gods happened to be watching and decided to "spice things up a bit". From this perspective, I think it's possible that Monte's motivation here might be to give some limited space for the GM to introduce some "story" elements of his or her choosing while keeping strictly within the control of a simulationist underpinning (becuase such is allowed only when the roll of 1 comes up). By "story" element here, I am thinking primarily of something chosen for aesthetic and instantaneous interest reasons, rather than a focussed introduction intended to speak to the players' thematic interests - although it might allow space for that, too, if there is some unrequited desire for it present, I guess. [/QUOTE]
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