Natural 1
- 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’s foe becomes desperate and makes 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.
- In an interaction, the NPC is called away before the PC gets what they need.
- In an interaction, it becomes clear that the NPC is not whom the PC believed them to be.
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, inflicting a major wound.
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; the wound severity of their next attacks increases by one step.
- 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; the wound’s severity increases by one step.
- In combat, the PC hits an ally by accident and inflicts a moderate wound.
- 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.
- When the PC tries to use an ability, it turns against them, potentially affecting them or their allies.
- When the PC tries to use an ability, it not only fails, but is inaccessible to the character for the rest of that day.
Partial Success
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.