Narrative Glitches


I’ve been thinking about glitches for the gadgets in my Epic Gnomish Inventing supplement. The rules as they are now are very much focused on practical mechanics. There’s nothing wrong with this; some folks like concrete rules to follow and I wrote those glitch rules with that in mind.

I like storytelling. For me, it’s the most important creative element in any RPG. I already use natural 1s and natural 20s as story elements whenever I DM. It only makes sense that gadget glitches should be treated in the same way. Really, what could be more capable of injecting unpredictable events into a game than a gnome invention gone amuck? I mean, they are perfect for those sorts of shenanigans.

To that end, I’ve been toying around with this idea of narrative glitches. Like the dreaded natural 1s, narrative glitches introduce new elements or creative complications into the game that make life a little more challenging for the characters. It’s even possible for a gadget to achieve the desired results but at a cost that will require time and effort to recover from.


How Does It Work?

For narrative glitches, the player must continue to make the glitch check as before (adding the gadget’s Reliability score to the result). The following determines whether there’s a glitch and its severity.

1: Devastating Glitch
2: Major Glitch
3: Moderate Glitch
4. Minor Glitch
5 or more: No glitch. Gadget works fine.


If there is a glitch, the player picks the type of glitch from the list below. The DM then determines the actual failure that occurs based on that glitch and the severity the player rolled. For example, a player rolls a 2 on their glitch check. This results in a major glitch. The player chooses the Well Heck glitch. The DM then describes the results of the Well Heck glitch following the Major severity guidelines.

And that’s it.


Types of Glitches

The following lists the types of glitches that might occur. As you play with these rules you might come up with additional glitches. 

Do you feel that?

The glitch produces a physical effect, such as vibrations, tremors, leaking fluids, or knocking over objects.

Do you hear that?

The glitch produces an auditory effect, such as whistles, pops, screeches, or bangs.

Do you see that?

The glitch produces a visual effect, such as a flash of light, a cloud of smoke, or a shower of sparks.

Do you smell that?

The glitch produces an olfactory effect, such as a pungent smell, a burning smell, or a rotting smell.

Do you taste that?

The glitch produces a gustatory effect, such as a burning sensation, a gagging reflex, or poisonous liquid.

Is it supposed to do that?

The glitch causes the gadget to behave unexpectedly, such as turning sharply, expending its charges, or jamming. The unexpected behavior is dependent on the nature of the gadget. For example, a flying machine might begin to move in circles while a firearm might simply jam.

Ow ow ow

The glitch causes damage to PCs, NPCs, and/or creatures based on severity. Regardless of severity, the gadget is never the target of the affect (that’s the Where’d that come from? glitch). The amount of damage is based on the gadget’s maximum hit points and varies depending on severity:
  • Minor - half its maximum hit points (to a minimum of 1)
  • Moderate - its maximum hit points
  • Major - twice its maximum hit points
  • Devastating - three times its maximum hit points
Anyone affected by the glitch must make a saving throw against the Gadget Save DC of the gadget. Which ability to use depends on the nature of the gadget and the nature of the glitch. For example, it might be Dexterity to avoid taking damage from a backfire or Wisdom to avoid being Frightened by fearful display of sparks and bangs. When the save is against damage, a failed save indicates the target takes full damage while a successful save indicates the target takes half damage (minimum 1). When the save is against a condition, a failed save indicates the target takes on that condition while a successful save indicates they do not. A target can repeat the save at the start of each of their turns.

Sorry! Sorry!

The glitch has unintended consequences, such as moving objects, damaging rooms, or creating a dangerous environment. The unintended consequences are dependent on the nature of the gadget. For example, a healing gadget might cause an allergic reaction or an alarm might draw more intruders instead of scaring them off.

Well heck

The glitch produces less-than-expected results, such as causing a small portion of the damage it normally does, remaining activated for half as long, or moving only at half its speed. The less-than-expected result is dependent upon the nature of the gadget. For example, a throwing gadget might only throw its cargo half as far, a gadget that protects against fire might perform only half as well, or a gadget might fail to activate at all.

Where’d that come from?

The glitch damages only the gadget. Regardless of severity, PCs, NPCs, and creatures are never the target of this affect (that's the Ow ow ow glitch). The amount of damage depends on the severity of the glitch per the following. 
  • Minor - loses 1/4 of its hit points
  • Moderate - loses 1/2 of its hit points
  • Major - loses 3/4 of its hit points
  • Devastating - is reduced to 1 hit point
If the glitch reduces the gadget’s hit points to less than 1 (or any portion of 1), then the glitch destroys the gadget regardless of its severity. For example, a minor severity on a gadget with 1 point will destroy it because ¼ of a hit point is less than 1 hit point. Likewise a major severity on a gadget with 3 hit point will also destroy it because ¾ of a hit point is also less than 1.

Wow! 

The glitch produces a more-intense result, such as moving at triple speed, filling a larger area with smoke, or being twice as loud. The consequence depends on the nature of the gadget. For example, a throwing gadget might throw an object further than wanted or a gadget might expend all of its charges in a single go.


Severities

The following briefly frames each severity with examples of how to use it. Unless otherwise stated in the glitch type, the exact game mechanics that are applied, if any, are up to the DM to determine but must obviously fall within the D&D rules. For example, a DM might determine that the glitch causes the user to have disadvantage on their next attack roll but cannot decide that it causes double disadvantage since “double disadvantage” doesn’t exist in the rules.

Minor

A minor glitch has a limited and immediate impact. It potentially affects the gadget, it’s user, and/or its target. It’s either instantaneous or lasts until the start of the next turn. It never requires a Tinker Tools check to recover from but might require repairs if the gadget is damaged. 

For example, for a minor Do you hear that? glitch, the gadget might work correctly but also emit a disturbing buzz that only the user hears. For the next few seconds, the character worries over whether the noise is just the harbinger of bigger problems to the exclusion of performing other actions for that time.

Moderate

A moderate glitch has a limited impact over a short period of time. It potentially affects the gadget, the user, the gadget’s target, anything next to the gadget, and/or anything next to the gadget’s target. This might include creatures, NPCs, PCs, objects, structures, and so forth. Depending on the glitch and its scope, the consequences generally last for up to one minute and might require a Tinker Tools check to recover from. The gadget might also require repairs if it's damaged.

For example, for a moderate Do you hear that? glitch, the gadget might work correctly but also emit a pulsing hum that draws the attention of the occupants in a neighboring room. They will, of course, come to investigate to source of the noise. The hum continues on for a whole minute unless the character succeeds at a Tinker Tools check to correct the glitch sooner.

Major

A major glitch has a meaningful impact on the current scene. It potentially affects the gadget, its user, its target, the immediate vicinity of the gadget, and/or the immediate vicinity of its target. This might include creatures, NPCs, PCs, objects, structures, and so forth. Depending on the glitch and its scope, the consequences generally last for the entire scene and might require a Tinker Tools check to recover from. The gadget might also require repairs if it's damaged.

For example, for a major Do you hear that? glitch, the gadget might work correctly but also generate a nasty boom that temporarily deafens the user and knocks over any Small or smaller object within 10 feet of it. The noise can be heard up to 100 feet away and will obviously draw unwanted attention as city guards and cautious citizens descend upon the character to find out what's going on. This makes it impossible to track the monster that the party was hunting. The glitch also renders the gadget inoperable until the problem is fixed with a successful Tinker Tools check.

Devastating 

A devastating glitch has a dramatic impact on the current scene and long-term implications in the current story arc. It potentially affects the gadget, its user, its target, the area surrounding the gadget, and/or the area surrounding its target. This might include creatures, NPCs, PCs, objects, structures, and so forth. A devastating glitch always requires one or more Tinker Tools checks to recover from depending on the nature of the gadget and the scope of the glitch. It might also require repairs if the gadget is damaged.

For example, for a devastating Do you hear that? glitch, the gadget might fail to work but instead generate a terribly loud, shrill whine. The high-pitched noise cracks a nearby crystal statue of a local deity. Witnesses spread the news and public opinion quickly turns against the character specifically and the party in general. This, in turn, threatens the party’s chances to conclude a peace treaty with city leaders. One possible way to redeem their reputation is to successfully complete a difficult task (the kind that can be played out as a one-shot). Additionally, the glitch also renders the gadget inoperable until the problem is fixed with a successful Tinker Tools check.


Additional Tips and Thoughts

When doling out the outcome of a glitch, DMs must take into account the size of the gadget. A tiny gadget on someone’s wrist is unlikely to affect anyone other than the wearer. A gargantuan gadget, on the other hand, might affect dozens of people. It might also affect only its user. Additionally, the effect must be reasonable for the nature and purpose of the gadget. A gadget that prepares food might poison that food but it’s unlikely to freeze the food and it’s user. Of course, this all depends on the design of the gadget.

DMs must keep a reasonable balance between the strength of the affect and the number of creatures/objects swept up in it. For example, a devastating glitch can be incredibly dangerous to one target, dangerous to multiple targets, or annoyingly obnoxious to a whole lot of targets, but shouldn’t be incredibly dangerous to a whole lot of targets.

DMs will also want to limit the player’s choice of glitch types to ones that will have some sort of effect given the current conditions and setting. For example, if a character is under the effects of a Silence spell, then the player shouldn’t be allowed to select the Did You Hear That? glitch because the Silence spell would automatically negate the noise that the glitch produces.


Equally important, players must participate in the consequences of the glitch in good faith. The minor glitch example above is a perfect case for this. If the buzz worries the character, one appropriate reaction might be for the player to sacrifice their character's bonus action to check the gadget for problems. Having their character ignore the noise entirely, however, is failing to play out the consequences of the glitch in good faith. If this lack of response is a pattern, it might be better to return to the glitch rules that are in the supplement.

By the way, a glitch can inflict a condition on a gadget's hapless victims. The condition should be related to the purpose of the gadget and the nature of the glitch; its duration should be appropriate for the severity. Anyone afflicted by a condition gets to make a saving through against the gadget's Gadget Save DC to resist.

Finally, the most interesting kinds of glitches are those where the gadget does what it’s supposed to do but also has an unwanted side effect. For example, a projectile from a firearm might strike its target as intended but also pass through the target to smash into a shelf of very expensive potions. The scene would then be complicated by the unpredictable results of mixing so many different potions together. 

When in doubt, just keep in mind that a glitch is an element to complicate the story and not a shortcut to ending it.


Gadget: Odd Chance's Automated Dice Roller

If there's one thing that can really spoil a night of gaming and gambling its becoming to incapacitated by fun and frolicking to roll the bones on your turn. Luckily, the Odd Chance game collective has your back with the beautifully handcrafted, and officially certified, Automated Dice Roller. This lovely device, made from only the finest exotic wood and precision clockwork, can take your place at any table, rolling the dice for you as often as is needed.

This simple gadget consists of a mini-tower with lift and attached dice tray with collection arms. When activated, a trap door at the top of the tower opens, causing the dice to spill down to the tray. Automated collection arms then sweep the dice into a lift that bring the dice back to the top of the tower where they can be rolled once again. The entire mechanism is purely mechanical, making for a fairly safe experience. It provides up to 1 hour of dice-rolling excitement.

The following is the stat block for this gadget, using the rules in my Epic Gnomish Inventing supplement available on the DM's Guild (link below).




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