Numunera - Taking The Narrative by The Tail - GM Intrusions and Special Effects PDF
Numunera - Taking The Narrative by The Tail - GM Intrusions and Special Effects PDF
Numunera - Taking The Narrative by The Tail - GM Intrusions and Special Effects PDF
BY THE TAIL:
GM INTRUSIONS & SPECIAL EFFECTS
BY MONTE COOK
2
Brandon Paul (order #6390916)
The Numenera corebook
discusses GM Intrusions
in detail, with a
number of examples. I
highly encourage those
interested to read or
reread that section before
reading this glimmer.
Numenera corebook, GM
Intrusions, pages 325-328
mechanics to determine if the pursuing PCs are going to talk to the King and Queen
abhumans get through the door that the PCs of Iscobal. They enter the audience chamber
have just barred behind them, the GM uses and proceed to the throne. The GM intrudes Iscobal, page 158
GM intrusion to have it happen when it would and says that the nano in the group trips on
be most appropriate for the story. the end of the rug, stumbles, and lands on her
Thats what most GMs do all the time face. What happens next is crucial. Does the
already. A D&D Dungeon Master says, now nano recover with aplomb? Self-deprecating
the door breaks down and the orcs come charm? Fluster? Anger and embarrassment?
through when it feels right, not when a game Her reaction will completely shape the way Throughout
mechanic says that it happens (although that encounter goes, and it would never this
depending on the edition, there are game happen without the intrusionits a routine supplement,
mechanics which would determine how long it action without the need for die rolls, and youll see page
takes for the orcs to break down a door). And theres no incentive for the player to initiate references to various
thats fine. It happens so frequently we kind the fumble on her own. So the GM has to items accompanied
of dont even recognize it. Deciding when and do it. The GM intrusion just formalizes the by this symbol. These
if things happen is what GMs do. Numenera event, and even gives the players some XP to are page references
to the Numenera
just formalizes and encourages it. soften any at-the-table resentment that might
corebook, where you
Why? Because it makes for better stories. mistakenly arise. (Plus, what better thing to can find additional
There are things that GM intrusions can award experience points for than having to details about that
allow for that would never happen in a game react to a unique experience like that?) item, place, creature,
without them because there would never be or concept.
rules or die rolls involved. Imagine that the
3
Brandon Paul (order #6390916)
WHAT GM INTRUSIONS EXAMPLE GM INTRUSIONS
ARE NOT Here are some ideas for GM intrusions that
you can use in your next game. These examples
GM intrusions are not a way for an supplement the list on pages 328 and 329 of
adversarial GM to screw over PCs or the Numenera Corebook.
players. They are not a means of punishing
players. They are not the means to make USE ANY TIME
PCs constantly fumble and look like idiots A loud crash/yell of pain/cry for help is
despite the example above. heard nearby.
For some GMs In fact, a GM intrusion doesnt have to be One of the PCs cyphers begins to beep
experienced with other something bad. It might simply be something out a mysterious code.
systems, a good rule that takes the narrative in an unexpected A dangerous storm blows in, with high
of thumb might be direction. It can be a door opening to lead the winds, torrential rain, and lightning.
that whenever you get
character to a completely different solution. Or An unexpected encounter happensa
the urge to roll dice,
its time for a GM
it might appear to be something bad, but if the beast suddenly shows up on the road, an
intrusion. PC reacts well, it might end up being beneficial. ancient automaton wanders around the
Or it might just be a surprising turn of events corner, a lost child grabs the PCs leg, etc.
or a reveal that no one expected. A surprising fact is revealedthe
shopkeeper is a spy from another land, the
hollow tree is full of angry bees, the water
is actually flammable oil.
4
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TAKING THE NARRATIVE BY THE TAIL
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SPECIAL EFFECTS
Like GM intrusions, special effects (when a
player gets a 19 or a 20 on her die roll) are
a time when someone at the table takes the
narrative by its tail, if just for a brief moment.
Its a chance for the GM or a player (or, ideally,
the GM and a player working together) to add
a flourish with a real effect on the action. Each
focus in the Numenera rules has a couple of
suggested special effects, because whenever
possible the effect should be tied to the action
at hand. Sometimes, however, a few ideas for
general-use special effects can come in handy.
Use this list to generate some ideas.
MINOR EFFECTS
Everyone who can see you is so impressed
with your skill that the next time you
attempt an interaction with one of them,
the difficulty is reduced by one step.
Youre so satisfied with your success that
the difficulty of your next action is reduced
by one step.
A foe is so intimidated by your prowess
that she drops something she is holding.
A non-ally is so impressed and surprised
by your action that he does something
embarrassing.
An uninvolved bystander (if any) who can
see you will remember you and your skill.
MAJOR EFFECTS
One foe is so intimidated by your prowess
that he uses his next action to flee.
Someone thinking about betrayal who
sees your skill reconsiders (this one might
A spatial warp is created, leading to a place be appropriate only if the player suspects
very far away (or another universe entirely). betrayal).
It remains open for only a few rounds. Someone who can see you is so impressed
The device gains intelligence and with your skill that henceforth, any
telepathic abilities and wishes to negotiate time you attempt an interaction with
with the user in order to activate. that person, the difficulty is reduced
All within immediate range are filled with by one step.
Minor and major irrational fear for one round and flee at You succeed with such grace that you can
effects, page 88
top speed. immediately take a second action, but
The device fuses with one or two other it must be different from what you just
devices in the users possession and succeeded at.
becomes an entirely new artifact. Youre so satisfied with your success
that you can reroll a die roll of your
choosing this session as if you had spent
1 XP to do so.
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