GM Intrusion in Cypher | World Anvil

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold? Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story— which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

How a GM intrusion works

If not a respons to a Special Roll (Rolling 1) interjecting a GM Intrusion also means giving out Experience Points to the A PC or player character is the "thing" that you as a player controls. Read more here: Creating Your Character. When giving out these 1 XP goes to a character that gets most affected by the intrusion and that player then gives 1 XP to another player
--maybe the other player had a good idea, told a funny joke, lent a helping hand, or whatever seems appropriate. This means that whenever a GM intrusion is used, 2 XP is given out.
After this the GM-intrusion takes effect, (see examples to the right).

Denying a GM-intrusion

Lets say that you dont like the situation and think an intrusion would be bad, before XP is given out a player can deny an intrusion. This is done by paying 1 XP and no GM-intrusion then takes place. It is rarly used, since it hinders the flow of the story, but it is an option. Narrativly the GM can just continue or they can describe their planned intrusion, but then interject it with something so that it does not happen

Intrusion though player rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion the [gmas initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:
• In combat, the PC’s foe is not as hurt as they thought. Give the foe 5 extra points of health.
• In combat, the PC drops their guard, and the foe gets a free attack.
• In combat, reinforcements for the PC’s foes show up.
• In combat (or any stressful situation), an ally decides to flee.
• In combat (or any stressful situation), an ally doesn’t like the PCs as much as they thought. The ally steals from them or betrays them.
• Out of combat, the PC’s pack falls open, or the sole of their shoe tears open.
• Out of combat, it begins to rain heavily.
• Out of combat, a surprise foe appears, and the scene turns into a combat.
• In an interaction, the GM introduces a surprising motive for the NPC. For example, the PCs are trying to bribe an official for information, and the official reveals that what they really want isn’t money but for someone to rescue their kidnapped son.
The Usage of GM-Intrusions Using (and not Abusing) Gm-Intrusions
Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Gm-Intrusions that affects the whole group
The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else. However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example Gm-Intrusions
Bad Luck
Through no fault of the characters, something happens that is bad or at least complicating. For example:
• The floorboard beneath the PC gives way.
• The boat lists to starboard at just the wrong moment.
• A gust of wind blows the papers out of the character’s hand.
• The buckle of the PC’s pack snaps at an inopportune time.
• The NPC that the characters need to speak with is home sick today.
• A device (cypher or artifact) malfunctions or gives the user a jolt.


 

An Unknown Complication Emerges
The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:
• A poisonous snake darts out from the tall grass and attacks.
• The box that holds the plans is trapped with a poison needle.
• The NPC that the PCs need to befriend doesn’t speak their language.
• The NPC that the PCs try to bribe is allergic to the bottle of alcohol they offer.
• The PCs find the book they need, but the pages are so brittle that if they open it, it might crumble.

An Impending Complication Emerges
GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example: • The goblin reinforcements finally get through the locked door.
• The ropes of the old rope bridge finally snap.
• The city guards show up.
• The unstable ceiling collapses.
• The NPC who holds a dagger to a character’s throat and says “Don’t move” cuts the PC when they do, in fact, move, putting them immediately at debilitated on the damage track.

Opponent Luck or Skill
The PCs aren’t the only ones with surprising tricks up their sleeves. For example: • The PC’s opponent uses a lightning-fast maneuver to dodge all attacks.
• The PC’s opponent sees an opening and makes an additional, immediate attack.
• The NPC commander rallies their troops, who all deal 2 additional points of damage for one round.
• The PC’s opponent uses a cypher or similar device that produces just the right effect for the situation.
• A bit of the wall collapses in the middle of the fight, preventing the characters from chasing the fleeing NPC.

Fumbles
Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:
• In combat, the PC drops their weapon.
• In combat, the PC misses and strikes the wall, breaking or damaging their weapon.
• In combat, the NPC hits the PC harder than usual, inflicting 2 additional points of damage.
• In combat, the PC hits an ally by accident and inflicts regular damage.
• Out of combat, the PC drops or mishandles an important object or piece of equipment.
• In an interaction, the PC inadvertently or unknowingly says something offensive.

 

Partial Succes
GM intrusion doesn’t have to mean that a PC has failed. For example:
• The PC disables the explosive device before it goes off, but if someone doesn’t remain and hold the detonator, it will still explode.
• The PC creates the antidote, but it will turn the imbiber’s flesh blue for the next few weeks.
• The PC jumps across the pit but accidentally knocks loose some stones from the edge, making the jump harder for their friend right behind them.

 

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