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<blockquote data-quote="Piratecat" data-source="post: 2860802" data-attributes="member: 2"><p>I actually added a high level divination spell into the game specifically to provide an excuse for 'cut scenes.' It works really well. I've taken to saying that unless I say otherwise, the flavor quotes in the game reminder emails are glimpsed by the wizard through that spell. It means that they don't have to pretend that they never read 'em!</p><p></p><p>I also start each session with "When last we left our intrepid adventurers...", giving a brief summary of the previous game's end. Waite, I like what you do, but I'd worry that specifically filling in missed clues may occasionally be too big a hint. Still, that's a cool method, and it gives good insight.</p><p></p><p>I mention the name as well, as long as the PCs have heard it. Some times the quote never becomes relevant in the game, or just gives a sense of what other people in the world are thinking.</p><p></p><p>For instance, with the four I mentioned above:</p><p></p><p>- the first showed the result of a very clever PC trap/ambush against their githyanki enemies. I included it so that the players could justifiably gloat a little.</p><p></p><p>- the second is a little bit of foreshadowing, while relaying some flavor of a primary religion.</p><p></p><p>- the third refers to the fact that in-game, the PCs were confronting someone who claimed to be a servant of Trea, Goddess of Treachery and Seduction. It's just a little bit of local color that adds some perspective on what most people think about Her.</p><p></p><p>- the fourth is an important prophecy that told a whole lot about what was going on in the session, if anyone could understand it and pick the insane ramblings from the truth. (more of it is truth than ramblings.) I like giving prophecies that make a lot of sense in retrospect.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2860802, member: 2"] I actually added a high level divination spell into the game specifically to provide an excuse for 'cut scenes.' It works really well. I've taken to saying that unless I say otherwise, the flavor quotes in the game reminder emails are glimpsed by the wizard through that spell. It means that they don't have to pretend that they never read 'em! I also start each session with "When last we left our intrepid adventurers...", giving a brief summary of the previous game's end. Waite, I like what you do, but I'd worry that specifically filling in missed clues may occasionally be too big a hint. Still, that's a cool method, and it gives good insight. I mention the name as well, as long as the PCs have heard it. Some times the quote never becomes relevant in the game, or just gives a sense of what other people in the world are thinking. For instance, with the four I mentioned above: - the first showed the result of a very clever PC trap/ambush against their githyanki enemies. I included it so that the players could justifiably gloat a little. - the second is a little bit of foreshadowing, while relaying some flavor of a primary religion. - the third refers to the fact that in-game, the PCs were confronting someone who claimed to be a servant of Trea, Goddess of Treachery and Seduction. It's just a little bit of local color that adds some perspective on what most people think about Her. - the fourth is an important prophecy that told a whole lot about what was going on in the session, if anyone could understand it and pick the insane ramblings from the truth. (more of it is truth than ramblings.) I like giving prophecies that make a lot of sense in retrospect. [/QUOTE]
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