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<blockquote data-quote="Wednesday Boy" data-source="post: 6883727" data-attributes="member: 53678"><p>I think that's a very fair critique of Lost. However, just because they did it poorly doesn't mean that it <em>has</em> to be done poorly. Plot threads that these GMs put in their cutscenes always had a payout in-game. There were threads that didn't have in-game payouts because the campaigns came to premature closes but the GMs did wrap up sessions and presented the direction for the dangling threads. The cutscenes weren't smoke and mirrors with no real direction that were used to gain more viewership. They were glimpses into events and plots happening in the game world that our characters were not present for.</p><p></p><p></p><p></p><p>That's absolutely true. It doesn't change what the characters know, it's purely for the players. It was a way to increase players' interest in the game and the game world in addition to interest players had from playing in the game.</p><p></p><p></p><p></p><p>Nah, we have no trouble not acting on stuff that we as players know but our characters don't. Plus the cutscenes might be as interesting as the game itself but they're not <em>more</em> interesting.</p><p></p><p></p><p></p><p>Oof. It's been a while but I'll try. Part of the backstory of the world is that the old king was killed and in the assault on the castle the king's infant son (Racine) was spirited away along with the royal sword and was never heard from again. One of the players asked if he could be Racine and have the royal sword and the GM said sure. The prelude starts in media res with the current king and queen hiring a bountyhunter to recover the royal sword because they just learned the one they have is a fake. The bountyhunter's payment for recovering the sword is a map to where the elves first landed on this continent. As a second part to the prelude, in a different part of the world, bandits attack a village and are defeated by a skilled fighter. The fighter vows to hunt down the bandits unless they join his army or turn over a new leaf. When the bandits join him, they ask his name and he tells them it's Racine.</p><p></p><p>Through the cutscene we learn a little bit about the history of the world. Through the NPCs' dialogue we get a sense of the personalities of the king, queen, bountyhunter, and the Racine imposter and how people react to them. We get a glimpse into conflicts that are on the rise. We learn tidbits like the map of where the elves first landed must be worth a lot if that's the bounty for the royal sword but we have no idea what makes it so special. Now our GM has players who are not only excited to play their character's story but players who are excited about his world and the potential stories that are happening in it.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 6883727, member: 53678"] I think that's a very fair critique of Lost. However, just because they did it poorly doesn't mean that it [I]has[/I] to be done poorly. Plot threads that these GMs put in their cutscenes always had a payout in-game. There were threads that didn't have in-game payouts because the campaigns came to premature closes but the GMs did wrap up sessions and presented the direction for the dangling threads. The cutscenes weren't smoke and mirrors with no real direction that were used to gain more viewership. They were glimpses into events and plots happening in the game world that our characters were not present for. That's absolutely true. It doesn't change what the characters know, it's purely for the players. It was a way to increase players' interest in the game and the game world in addition to interest players had from playing in the game. Nah, we have no trouble not acting on stuff that we as players know but our characters don't. Plus the cutscenes might be as interesting as the game itself but they're not [I]more[/I] interesting. Oof. It's been a while but I'll try. Part of the backstory of the world is that the old king was killed and in the assault on the castle the king's infant son (Racine) was spirited away along with the royal sword and was never heard from again. One of the players asked if he could be Racine and have the royal sword and the GM said sure. The prelude starts in media res with the current king and queen hiring a bountyhunter to recover the royal sword because they just learned the one they have is a fake. The bountyhunter's payment for recovering the sword is a map to where the elves first landed on this continent. As a second part to the prelude, in a different part of the world, bandits attack a village and are defeated by a skilled fighter. The fighter vows to hunt down the bandits unless they join his army or turn over a new leaf. When the bandits join him, they ask his name and he tells them it's Racine. Through the cutscene we learn a little bit about the history of the world. Through the NPCs' dialogue we get a sense of the personalities of the king, queen, bountyhunter, and the Racine imposter and how people react to them. We get a glimpse into conflicts that are on the rise. We learn tidbits like the map of where the elves first landed must be worth a lot if that's the bounty for the royal sword but we have no idea what makes it so special. Now our GM has players who are not only excited to play their character's story but players who are excited about his world and the potential stories that are happening in it. [/QUOTE]
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