GM Intrusions
At any time, the GM can introduce an
unexpected complication for a character—
this is called a GM intrusion. When a GM
intrudes in this manner, they must give
that character 2 inspiration. That player, in
turn, must immediately give one of those
inspiration to another player and justify the
gift (perhaps the other player had a good
idea, told a funny joke, performed an action
that saved a life, and so on).
Often, the GM intrudes when a player
attempts an action that, according to the
rules, should be an automatic success.
However, the GM is free to intrude at other
times. As a general rule, the GM should
intrude at least once each session, but no
more than once or twice each session per
character.
Anytime the GM intrudes, the player can
spend 1 inspiration to refuse the intrusion,
though that also means they don’t get the 2
inspiration. If the player has no inspiration
to spend, they can’t refuse the intrusion.
Finally, as is normally the case, players
can’t keep more than 1 inspiration between
game sessions.
Example 1: Through skill and the aid of
another character, a character seems likely
to easily scale a wall. But the GM intrudes
and says, “Just as you’re about to reach the
top, a bit of the crumbling wall gives way.”
This requires that the PC make a Dexterity
saving throw or fall. But because the GM
intruded, the character gains 2 inspiration.
They immediately give one of those
inspiration to another player.
Example 2: During a fight, a PC swings
their axe and damages a foe with a slice
across the shoulder. The GM intrudes by
saying that the foe turned just as the axe
struck, wrenching the weapon from the
character’s grip and sending it clattering
across the floor. Because the GM intruded,
the PC gains 2 inspiration, and they
immediately give one of those inspiration to
another player. Now the character must deal
with the dropped weapon, perhaps drawing
a different weapon or using their next turn
to scramble after the axe.
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