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numerera GM intrusions: help me get it
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<blockquote data-quote="Gorgon Zee" data-source="post: 6209479" data-attributes="member: 75787"><p>Evilbob, it seems you just have had bad experiences of GMs, and you worry that Numenera will make them worse. Actually I tend to agree. For a bad GM, you want them to do as little as possible! But for a competent GM, they will not be cackling with glee as your attempt to scale a three foot wall causes you to break a leg.</p><p></p><p>The goal of GM intrusion is to make the game more interesting (fun!) for the players. Not to introduce random problems for no good reason. In combat, as you point out, the intrusions are minor. When you want to have intrusion as part of the general session, inspired purely by the GM, the main duty of the GM does not change -- make it fun!</p><p></p><p>I have more experience of this in the FATE system, which also has really good advice for intrusion, but a good set of guidelines would be:</p><p></p><p>- make the complication interesting. No "you cannot find anyone to talk to". Instead "your disguise slips"</p><p>- make it something that will lead to story. Since your disguise slipped one of the servants saw you. Something will have to be done</p><p>- make it about the character. Simi is a wanted criminal, so it was his disguise at slipped</p><p>- do it when the pace of the game is a bit slower. If Simi was already hiding from one person, while the rest of the party were in the middle of stealing something, adding another complication could just slow the game down. If the players are sitting in their seats, waiting for the scene to end, maybe then it makes sense.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 6209479, member: 75787"] Evilbob, it seems you just have had bad experiences of GMs, and you worry that Numenera will make them worse. Actually I tend to agree. For a bad GM, you want them to do as little as possible! But for a competent GM, they will not be cackling with glee as your attempt to scale a three foot wall causes you to break a leg. The goal of GM intrusion is to make the game more interesting (fun!) for the players. Not to introduce random problems for no good reason. In combat, as you point out, the intrusions are minor. When you want to have intrusion as part of the general session, inspired purely by the GM, the main duty of the GM does not change -- make it fun! I have more experience of this in the FATE system, which also has really good advice for intrusion, but a good set of guidelines would be: - make the complication interesting. No "you cannot find anyone to talk to". Instead "your disguise slips" - make it something that will lead to story. Since your disguise slipped one of the servants saw you. Something will have to be done - make it about the character. Simi is a wanted criminal, so it was his disguise at slipped - do it when the pace of the game is a bit slower. If Simi was already hiding from one person, while the rest of the party were in the middle of stealing something, adding another complication could just slow the game down. If the players are sitting in their seats, waiting for the scene to end, maybe then it makes sense. [/QUOTE]
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