Cinematic Cut-Scenes: Anyone use them?

Liquidsabre

Explorer
Does anyone use cinematic cut-scenes for the D&D games you run?

It's a GM tool I've come across while running Star Wars games and it is a superb tension-building device when used appropriately (not giving any clues away, just vague, shadowy hints of something). Think of the Darth Vader-Emperor cut scenes and other little snippets where significant (or entirely mysterious) NPCs discuss what goes on in other parts of the world/galaxy. It can provide the hanging tension needed for a coming ordinary scene that would be humdrum and boring or a great way to deliver exposition on world events or a way to remind players of an older near forgotten plot. Just insert an NPC they met long ago and a mysterious shadowy figure or someone sitting in a chair just off-screen but with white gloves and a cane, etc.

I don't use them very often in Star Wars (but very flavorful of the cinematic feel) and was considering trying them on occasion in my D&D games as well. Has any DMs out there tried this?
 

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Liquidsabre said:
Does anyone use cinematic cut-scenes for the D&D games you run?

A previous DM of mine did. As it was in a PBeM, it's slightly easier than in a tabletop game, I think. He handled it by posting "Interludes" between the major scenes of what the characters were doing as a way of making the players really hate the villian (he had great characterization), and building a sense of dramatic irony, where the players know something that the characters don't.

Typical Interlude styles were: 1) Villian watching the characters; 2) Villian off doing nastiness at the place the players didn't choose to go; 3) Villian running away and regrouping after characters beat him down; 4) Important Good NPCs getting beaten down; 5) Other. Basically, the scenes that can round out the game. He kept a few things secret from the players for a sense of mystery, but this DM preferred the "dramatic irony" feeling, where the players could go on the discussion list and speculate about what happened in the Interludes, and give him ideas.

Granted, it does take a lot of trust in keeping OOC knowledge out of the game, but it can work well.
 

I've been debating the use of interludes for a while now, and I am still debating. On the one hand they would be a great tool for giving the players some information about another part of the world, showing them that the world goes on without their presence, and foreshadowing events that may happen. Then, on the left hand, the players are getting out of character knowledge that will be hard for them to keep from using to their advantage.

I guess if they understand that whenever a cut scene happens, they will just have to know that they are pretending to be people at home watching a tv set where they are seeing a scene in which the main characters are not there and therefore would have no knowledge of, and maybe thinking along those lines will help them not abuse the knowledge.

In the end, experiment and find out what kind of players you have in your group. Use them for a month, see how they use it, and if it works then keep using them.
 

I'm fond of using short cut-scenes in more cinematic games, particularly Star Wars. They fit the mood of the game, and they get across information to the players that the 'viewers' would see that allows them to understand how and why things are happening. There's rarely anything that the players can misuse as OOC info, but if there's anything there, they've been very good about it.

For example, I've used cut-scenes to let the players know that their foes have sent a bounty hunter after them, to heighten the tension (and the relief when they finally encountered hum and he wasn't Boba Fett), or to build the mood just before a climactic battle. [cut-scene on star destroyer bridge preparing to jump from hyperspace and attack, cut-back to PCs and start the Imperial March playing in the background].
 

Never used them in D&D. I have used them with other games. They can be useful and fun if implemented correctly. Most of the time, I've used them for foreshadowing or to set the scene for an area the PCs are about to enter.

For an example of the latter, I used a cut-scene for a mass murder in a super-hero game. The players got to be the victims and witnesses. When the cut-scene ended, the players resumed the roles of the heroes and arrived to investigate. Worked pretty well.
 


I usually write a small intro to each game session that includes scenes of NPC's discussing things, villains making plans and being villainous, hints and portents, and so on. Among other things, it really fleshes out the world around the characters and makes the players feel like they "know" the NPCs, rather than just having sketchy ideas from limited in-game interaction.

I have attempted to use cut-scenes in game before, but it generally ended up feeling forced, so I don't do it much any more.

-The Gneech :cool:
 

I use them usually between sessions, sent out to our groups EGroup, to foreshadow future events or give an idea of events happening elsewhere. So far it has worked out really well, and the players have found it easy to keep IC and OOC knowledge seperate.

In another group I play with (Buffy:tVS this time), the GM uses cutscenes during game, but then he likes to run his games as though they were tv shows (opening credits abd theme music as well).

I think they add to the gaming experience.
 

Only for Star Wars; they don't feel right for any other games I run. I can't imagine Gary Gygax doing a cut-scene for his original D&D groups, so I don't do it. ;)
 

A short-term DM of mine used them, although due to time and beer, I can't remember much in the way of details. I do remember that he just used them to describe little flashes of the BBEG. One I sorta remember had him walking out of a church... real great description, and it managed to give us the impression of some sort of fallen paladin. Fallen by choice more than deeds, though. I wish I could remember more, or be more helpful, but all I can do is say that it was cool and worked well :p
 

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