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Monte Cook On Fumble Mechanics
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<blockquote data-quote="Aldarc" data-source="post: 7695403" data-attributes="member: 5142"><p>Sure, and here's a little added background of the rules. In the Cypher System, the GM can engage GM Intrusions without the need for a player to roll a Natural 1. In these cases, the GM informs the player of the Intrusion and how that the intrusion affects them and then offers them 2 XP. The player can accept the Intrusion (and the 2 XP) or they can reject the Intrusion (and the 2 XP) by spending 1 XP. If they accept the Intrusion, they get the 2 XP, but the player must then reward one of those 2 XP to another player, as they see fit. The GM Guide recommends maybe 1-2 GM-introduced Intrusions per session. </p><p></p><p>Unlike above, if players roll a Natural 1, they do not receive the 2 XP for the Intrusion, though they can still spend 1 XP to re-roll their d20, effectively rejecting the GM Intrusion. </p><p></p><p>As to why this latter variety of GM Intrusions should "be rationed by reference to natural 1s," I suspect that attaching this rule to the die roll this is meant to provide a greater story randomness to the narrative. In some respects, it does let the player to unintentionally push the narrative in unexpected directions. And it also lets the GM push the story in player-triggered moments.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7695403, member: 5142"] Sure, and here's a little added background of the rules. In the Cypher System, the GM can engage GM Intrusions without the need for a player to roll a Natural 1. In these cases, the GM informs the player of the Intrusion and how that the intrusion affects them and then offers them 2 XP. The player can accept the Intrusion (and the 2 XP) or they can reject the Intrusion (and the 2 XP) by spending 1 XP. If they accept the Intrusion, they get the 2 XP, but the player must then reward one of those 2 XP to another player, as they see fit. The GM Guide recommends maybe 1-2 GM-introduced Intrusions per session. Unlike above, if players roll a Natural 1, they do not receive the 2 XP for the Intrusion, though they can still spend 1 XP to re-roll their d20, effectively rejecting the GM Intrusion. As to why this latter variety of GM Intrusions should "be rationed by reference to natural 1s," I suspect that attaching this rule to the die roll this is meant to provide a greater story randomness to the narrative. In some respects, it does let the player to unintentionally push the narrative in unexpected directions. And it also lets the GM push the story in player-triggered moments. [/QUOTE]
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