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Alternatives to the letter at the end of the adventure?
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<blockquote data-quote="Hussar" data-source="post: 4865871" data-attributes="member: 22779"><p>Great ideas everyone.</p><p></p><p>What about cut scenes? Instead of plot exposition in written form, play out a (very short) scenario that doesn't involve the PC's. I'd keep it down to about 30 minutes tops. Hand out role cards to each player so that they can act out the scene and then play it out. For example, the PC's have just defeated the outpost and you want them to go on to the main lair of the BBEG.</p><p></p><p>You give out roles to your four players - a messenger, two lieutenants and a prisoner. You play out the BBEG. Set the scene - the lieutenants are interrogating the prisoner about the party (works even better if they've MET the prisoner at some point) and the messenger bursts in with news that a scout has sent word that the outpost has fallen.</p><p></p><p>They then work over the prisoner trying to gain more information about the party. </p><p></p><p>Hrm, that messenger needs more of a role. Ok, maybe the BBEG has a love interest or something that can join in. Whatever, this is what I'm coming up with off the top of my head.</p><p></p><p>Anyway, I think it gives a real sense of life and immediecy to your bad guys. Instead of only seeing the results of the bad guy or interacting with him in a very limited sense as the PC's, you can explore the motivations and personalities of the bad guys using your players.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4865871, member: 22779"] Great ideas everyone. What about cut scenes? Instead of plot exposition in written form, play out a (very short) scenario that doesn't involve the PC's. I'd keep it down to about 30 minutes tops. Hand out role cards to each player so that they can act out the scene and then play it out. For example, the PC's have just defeated the outpost and you want them to go on to the main lair of the BBEG. You give out roles to your four players - a messenger, two lieutenants and a prisoner. You play out the BBEG. Set the scene - the lieutenants are interrogating the prisoner about the party (works even better if they've MET the prisoner at some point) and the messenger bursts in with news that a scout has sent word that the outpost has fallen. They then work over the prisoner trying to gain more information about the party. Hrm, that messenger needs more of a role. Ok, maybe the BBEG has a love interest or something that can join in. Whatever, this is what I'm coming up with off the top of my head. Anyway, I think it gives a real sense of life and immediecy to your bad guys. Instead of only seeing the results of the bad guy or interacting with him in a very limited sense as the PC's, you can explore the motivations and personalities of the bad guys using your players. [/QUOTE]
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Alternatives to the letter at the end of the adventure?
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