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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Imaculata" data-source="post: 7915200" data-attributes="member: 6801286"><p>I try to not have cut scenes at all. If any cinematic event needs to occur, it will do so naturally. My campaigns aren't a movie, nor are they a book. I can put all the pieces in place for something memorable, but ultimately it is the players that make those moments happen... or they don't make them happen at all. </p><p></p><p>For conveying important plot points, I simply have npc's show up and relay that information to the players. The moments where I do need to describe a big scene, I try to not sideline the players. They can interrupt me at any time, and react to what I'm describing to them.</p><p></p><p>If I want a final confrontation with a big bad to take place, I don't put him on the stage until I feel the moment is right, and then let it play out. I make no assumptions regarding how the players will solve a particular obstacle, but I try to prepare for the most likely options. And I try to make sure that the plot does not hinge entirely on any one villain.</p><p></p><p>But when I set up an important moment in the plot, I try to make sure there are some unexpected twists along the way, as well as some red herrings, and a proper set up befor the big reveal. The more the players get used to your style of storytelling however, the harder it can become to still surprise them. They will eventually start second guessing your twists.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7915200, member: 6801286"] I try to not have cut scenes at all. If any cinematic event needs to occur, it will do so naturally. My campaigns aren't a movie, nor are they a book. I can put all the pieces in place for something memorable, but ultimately it is the players that make those moments happen... or they don't make them happen at all. For conveying important plot points, I simply have npc's show up and relay that information to the players. The moments where I do need to describe a big scene, I try to not sideline the players. They can interrupt me at any time, and react to what I'm describing to them. If I want a final confrontation with a big bad to take place, I don't put him on the stage until I feel the moment is right, and then let it play out. I make no assumptions regarding how the players will solve a particular obstacle, but I try to prepare for the most likely options. And I try to make sure that the plot does not hinge entirely on any one villain. But when I set up an important moment in the plot, I try to make sure there are some unexpected twists along the way, as well as some red herrings, and a proper set up befor the big reveal. The more the players get used to your style of storytelling however, the harder it can become to still surprise them. They will eventually start second guessing your twists. [/QUOTE]
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