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General Tabletop Discussion
*TTRPGs General
"72 hours earlier" (flash forward scenes)
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<blockquote data-quote="Psion" data-source="post: 3527224" data-attributes="member: 172"><p>Every once in a while I fend off arguments about how RPGs should be like X or Y show pointing out that shows are not games and what is good for a show is not necessarily good for a game.</p><p></p><p>But here's one convention that, while I'll admit has its drawbacks, could be intriguing to use in a game.</p><p></p><p>What I speak if is the convention in shows like Alias, wherein the show starts with a short sequence where one or more of the characters is in trouble. Then at the edge of resolving it, the credits run and the show starts with a different scene with the banner "72 hours earlier" (or some other suitable time interval) emblazoned across the screen.</p><p></p><p>I thought this might prove an interesting way to:</p><p>1) Get players right into the action, and</p><p>2) Get their attention and have them wondering how the situation evolves.</p><p></p><p>Of course this has its challenges. The first being, given the nature of RPGs, one or more of the PCs pictured in the scene might not even be alive. This isn't a big issue for me as the way I run things, there's rarely a real chance of fatality until specific scenes designed to be climactic or otherwise dangerous. So, the simple convention would be to set the "flash forward scene" at the first climactic juncture of the session.</p><p></p><p>Other problems could be player resentment if they feel this means you are railroading, or deliberate sabotaging of the game. But I think with the right group of players, it could prove an engaging technique.</p><p></p><p>Anyone try something like this?</p></blockquote><p></p>
[QUOTE="Psion, post: 3527224, member: 172"] Every once in a while I fend off arguments about how RPGs should be like X or Y show pointing out that shows are not games and what is good for a show is not necessarily good for a game. But here's one convention that, while I'll admit has its drawbacks, could be intriguing to use in a game. What I speak if is the convention in shows like Alias, wherein the show starts with a short sequence where one or more of the characters is in trouble. Then at the edge of resolving it, the credits run and the show starts with a different scene with the banner "72 hours earlier" (or some other suitable time interval) emblazoned across the screen. I thought this might prove an interesting way to: 1) Get players right into the action, and 2) Get their attention and have them wondering how the situation evolves. Of course this has its challenges. The first being, given the nature of RPGs, one or more of the PCs pictured in the scene might not even be alive. This isn't a big issue for me as the way I run things, there's rarely a real chance of fatality until specific scenes designed to be climactic or otherwise dangerous. So, the simple convention would be to set the "flash forward scene" at the first climactic juncture of the session. Other problems could be player resentment if they feel this means you are railroading, or deliberate sabotaging of the game. But I think with the right group of players, it could prove an engaging technique. Anyone try something like this? [/QUOTE]
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