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<blockquote data-quote="Henry" data-source="post: 2090292" data-attributes="member: 158"><p>I used to use cutscenes all the time for my Star Wars games. I used to occasionally use the phrase, "picture it," followed by a description of the scene. In fact, it became an in-joke in my group, that any time a GM besides me starts a session, they say, "Picture it" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>Cutscenes can be used to great effect in games, but, just like prophecy, they have to be used correctly, and with the constraints of the game in mind.</p><p></p><p>A cut scene should set some dramatic tension, but without giving characters a chance to change the events of the cut scene so as not to invalidate it. I don't mean, the characters have no influence, I mean, the characters should not gain metagame knowledge from the scene, nor be right across the next ridge when the scene's going on.</p><p></p><p>Good cutscenes to use:</p><p></p><ul> <li data-xf-list-type="ul">The PCs are searching for a lost child. The child wanders into a generic scene (no distinguishing landmarks) followed by a mysterious stranger with glowing red eyes, stalking at a safe distance. This sets dramatic tension, especially if the PCs are tempted to delay or go on a diversion.</li> <li data-xf-list-type="ul">The PCs crash land on a planet in their shuttle. Elsewhere, another craft with menacing features lands silently, and a Hutt bounty hunter slithers into frame, wielding a repeating turret blaster and power pack, before engaging cloaking and becoming invisible. Talk about some paranoid players! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></li> <li data-xf-list-type="ul">Two shifty-looking individuals are discussing what to do about the PCs. One tells the other that the master is displeased, and is sending someone to fix the problem, at which point both of them mysteriously drop dead, as a booted pair of feet come walking into view...</li> </ul><p></p><p>In each of these, the players get a nature of the threat, without needing a ton of exposition later in the game by some NPC or by reading a bunch of documents. None of these (except the Hutt bounty hunter) give the PCs any real info, and even then, knowing that the enemy is cloaked and not having an easy way to detect him before he busts them long-range adds even more tension. They KNOW he's out there, but where?....</p></blockquote><p></p>
[QUOTE="Henry, post: 2090292, member: 158"] I used to use cutscenes all the time for my Star Wars games. I used to occasionally use the phrase, "picture it," followed by a description of the scene. In fact, it became an in-joke in my group, that any time a GM besides me starts a session, they say, "Picture it" :p Cutscenes can be used to great effect in games, but, just like prophecy, they have to be used correctly, and with the constraints of the game in mind. A cut scene should set some dramatic tension, but without giving characters a chance to change the events of the cut scene so as not to invalidate it. I don't mean, the characters have no influence, I mean, the characters should not gain metagame knowledge from the scene, nor be right across the next ridge when the scene's going on. Good cutscenes to use: [list] [*]The PCs are searching for a lost child. The child wanders into a generic scene (no distinguishing landmarks) followed by a mysterious stranger with glowing red eyes, stalking at a safe distance. This sets dramatic tension, especially if the PCs are tempted to delay or go on a diversion. [*]The PCs crash land on a planet in their shuttle. Elsewhere, another craft with menacing features lands silently, and a Hutt bounty hunter slithers into frame, wielding a repeating turret blaster and power pack, before engaging cloaking and becoming invisible. Talk about some paranoid players! :) [*]Two shifty-looking individuals are discussing what to do about the PCs. One tells the other that the master is displeased, and is sending someone to fix the problem, at which point both of them mysteriously drop dead, as a booted pair of feet come walking into view... [/list] In each of these, the players get a nature of the threat, without needing a ton of exposition later in the game by some NPC or by reading a bunch of documents. None of these (except the Hutt bounty hunter) give the PCs any real info, and even then, knowing that the enemy is cloaked and not having an easy way to detect him before he busts them long-range adds even more tension. They KNOW he's out there, but where?.... [/QUOTE]
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