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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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