evilbob
Adventurer
I've read all the advice on how to play - most of it twice - especially the stuff about GM intrusions. And I still can't shake the feeling that they basically amount to an "eff you" button for the GM to pull on players.
Similar to the 13th Age icon rolls (player-driven enforced randomness), this is a mechanic that seems tailored to a GM style that I guess I just don't use or haven't experienced. In my mind: I -want- the PCs to succeed. I -hate- the feeling of GMs screwing you over just because they enjoy feeling powerful. I've experienced that before and I NEVER want to do that - ever. And, I feel like getting off that lucky shot that fells the boss is way more interesting than your bowstring breaking at the critical moment. The book goes on and on about being consistent and having a world with consistent rules, but GM intrusions seem completely capricious. Actually, it seems like - no matter how many times the book claims that it is not railroading - like railroading.
Obviously, I'm not getting it. When trying to imagine using these in play, I feel like I'd be being a complete ass. The thing that they are supposed to be doing - "freeing" the GM from the dice rolls - is something I've always done. Allowing players to get off the path while subtly guiding them back on is something already ingrained in how I run games. I've never needed to force the PCs to do something because - as they sort of say in the book - if your campaign can be derailed because of a bad roll, then why would you have them make the roll in the first place?
The bad thing is, though, the entire XP system is heavily, heavily keyed into this mechanic. If I wanted to leave out GM intrusions, it's not as easy as ignoring icon rolls. I'd have to do some serious messing with the system to cover the lack of XP the game expects.
So what am I missing? What's a good way to handle these? What are some better examples of GM intrusions in play that don't make you just seem like the Nelson "HA HA" game master? Or is Monte just sort of a jerk?
Similar to the 13th Age icon rolls (player-driven enforced randomness), this is a mechanic that seems tailored to a GM style that I guess I just don't use or haven't experienced. In my mind: I -want- the PCs to succeed. I -hate- the feeling of GMs screwing you over just because they enjoy feeling powerful. I've experienced that before and I NEVER want to do that - ever. And, I feel like getting off that lucky shot that fells the boss is way more interesting than your bowstring breaking at the critical moment. The book goes on and on about being consistent and having a world with consistent rules, but GM intrusions seem completely capricious. Actually, it seems like - no matter how many times the book claims that it is not railroading - like railroading.
Obviously, I'm not getting it. When trying to imagine using these in play, I feel like I'd be being a complete ass. The thing that they are supposed to be doing - "freeing" the GM from the dice rolls - is something I've always done. Allowing players to get off the path while subtly guiding them back on is something already ingrained in how I run games. I've never needed to force the PCs to do something because - as they sort of say in the book - if your campaign can be derailed because of a bad roll, then why would you have them make the roll in the first place?
The bad thing is, though, the entire XP system is heavily, heavily keyed into this mechanic. If I wanted to leave out GM intrusions, it's not as easy as ignoring icon rolls. I'd have to do some serious messing with the system to cover the lack of XP the game expects.
So what am I missing? What's a good way to handle these? What are some better examples of GM intrusions in play that don't make you just seem like the Nelson "HA HA" game master? Or is Monte just sort of a jerk?
