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numerera GM intrusions: help me get it
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6212667" data-attributes="member: 5143"><p>The thing is, so many things are out of the players control. You don't take away their voice when they never had a say to begin with. They don't get to decide if there is a trap door their or not. They don't get to decide how difficult it is to avoid falling in. The DM intrusion allows you say "The trap door that's so difficult to avoid as to be impossible opens up beneath you. Since I only came up with this trap door off the top of my head to make this scene interesting, you can have some XP for it."</p><p></p><p>It does require some playing buy in. The players have to know that this is the sort of game they are playing in advance. If the players believe Numenera to have the same sensibilities as D&D, then it can lead to hurt feelings. I let my players know in advance exactly how DM intrusion works and made sure they understood it is part of the game.</p><p></p><p></p><p>I've said this before and I'll say it again. Railroading has gotten a bad rap. It's now the boogie man of the RPG world. Everyone believes that the players MUST have full control over everything that happens to their character and any violation of this is horrible DMing. I say that's crap.</p><p></p><p>Most TV shows, movies, and books are interesting precisely because of the interesting twists that would never happen in an RPG: A sword breaks, a master of acrobatics hits a really slippery patch of ground that he didn't see, the ceiling of the cave collapses, the guard turns around at just the wrong moment, etc.</p><p></p><p>These are the things that DM intrusion should be used for.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6212667, member: 5143"] The thing is, so many things are out of the players control. You don't take away their voice when they never had a say to begin with. They don't get to decide if there is a trap door their or not. They don't get to decide how difficult it is to avoid falling in. The DM intrusion allows you say "The trap door that's so difficult to avoid as to be impossible opens up beneath you. Since I only came up with this trap door off the top of my head to make this scene interesting, you can have some XP for it." It does require some playing buy in. The players have to know that this is the sort of game they are playing in advance. If the players believe Numenera to have the same sensibilities as D&D, then it can lead to hurt feelings. I let my players know in advance exactly how DM intrusion works and made sure they understood it is part of the game. I've said this before and I'll say it again. Railroading has gotten a bad rap. It's now the boogie man of the RPG world. Everyone believes that the players MUST have full control over everything that happens to their character and any violation of this is horrible DMing. I say that's crap. Most TV shows, movies, and books are interesting precisely because of the interesting twists that would never happen in an RPG: A sword breaks, a master of acrobatics hits a really slippery patch of ground that he didn't see, the ceiling of the cave collapses, the guard turns around at just the wrong moment, etc. These are the things that DM intrusion should be used for. [/QUOTE]
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