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<blockquote data-quote="thol" data-source="post: 2092978" data-attributes="member: 6365"><p>I am a big believer in cutscenes... when used correctly.</p><p></p><p>In the current campaign I am DMing, the metaplot revolves around the ancient Minotaur Empire and its fall 1000 years ago. Their current adventure has taken them into the previously lost temple to the God of Time. I have used cutscenes for two purposes.</p><p></p><p>The first is in conjunction with their current adventure. They have found a Chronogem, which when used in conjunction with stone hourglasses throughout the temple, allow one to see the past. The PCs have no idea how to control it, so they get visions I deem relevant. These of course are not cutscenes, but between sessions, I have given them tiny snippets of things that happened the fateful day the temple was invaded and the city itself fell to the hordes of chaos. What this accomplishes is a greater involvement of the players in the history of the world. It also gives an interesting dynamic to the PCs and how the player approaches that meta-knowledge. I don't give away crucial clues, or info that makes it easy for the PCs, only info that will make everything click into place at that moment later on when they find themselves 1000 years in the past. At that moment, I want my players to go "Holy crap we're in the middle of this?!?". It will also make them wonder if what they do will change the past, or if it is predetermined. There is debate between the followers of Fate and the followers of Time as to what is the case, so there may be some sort of in-game philosophy question solved there as well.</p><p></p><p>The second is in conjunction with the megaplot (what I call the plot the PCs will fall into once they break the mid-level barrier). I am introducing certain NPCs by giving them small snippets of what is happening in current times. They have no idea who these NPCs are, and the cutscenes are so vague as to lend them to causing misinterpretation of things. For example, there is one scene that gives them a glimpse into what seems like a powerful wizard and his young female apprentice concerned about evil beings getting their hands on a powerful item, when in fact it is an evil wizard and his demonic patron concerned about it falling into the hands of good. I do not give enough detail for the players to use the info in game, but there will come a point (when it's too late of course) when they will realize what those scenes were, and a sense of irony will come over them when it all clicks.</p><p></p><p>For the record, I never use cutscenes directly involving the player characters unless it is something that is clearly in the future which may or may not come to pass.</p></blockquote><p></p>
[QUOTE="thol, post: 2092978, member: 6365"] I am a big believer in cutscenes... when used correctly. In the current campaign I am DMing, the metaplot revolves around the ancient Minotaur Empire and its fall 1000 years ago. Their current adventure has taken them into the previously lost temple to the God of Time. I have used cutscenes for two purposes. The first is in conjunction with their current adventure. They have found a Chronogem, which when used in conjunction with stone hourglasses throughout the temple, allow one to see the past. The PCs have no idea how to control it, so they get visions I deem relevant. These of course are not cutscenes, but between sessions, I have given them tiny snippets of things that happened the fateful day the temple was invaded and the city itself fell to the hordes of chaos. What this accomplishes is a greater involvement of the players in the history of the world. It also gives an interesting dynamic to the PCs and how the player approaches that meta-knowledge. I don't give away crucial clues, or info that makes it easy for the PCs, only info that will make everything click into place at that moment later on when they find themselves 1000 years in the past. At that moment, I want my players to go "Holy crap we're in the middle of this?!?". It will also make them wonder if what they do will change the past, or if it is predetermined. There is debate between the followers of Fate and the followers of Time as to what is the case, so there may be some sort of in-game philosophy question solved there as well. The second is in conjunction with the megaplot (what I call the plot the PCs will fall into once they break the mid-level barrier). I am introducing certain NPCs by giving them small snippets of what is happening in current times. They have no idea who these NPCs are, and the cutscenes are so vague as to lend them to causing misinterpretation of things. For example, there is one scene that gives them a glimpse into what seems like a powerful wizard and his young female apprentice concerned about evil beings getting their hands on a powerful item, when in fact it is an evil wizard and his demonic patron concerned about it falling into the hands of good. I do not give enough detail for the players to use the info in game, but there will come a point (when it's too late of course) when they will realize what those scenes were, and a sense of irony will come over them when it all clicks. For the record, I never use cutscenes directly involving the player characters unless it is something that is clearly in the future which may or may not come to pass. [/QUOTE]
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