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<blockquote data-quote="JesterPoet" data-source="post: 2090401" data-attributes="member: 138"><p>I totally disagree with this. I use cut scenes in my Midnight campaign and my players love them. It is a fantastic way to give the characters a window into what is happening in the background that they don't know about. </p><p></p><p></p><p></p><p>The trick to making cut scenes fun for your players is to involve them. Sure, they're going to be bored if they just sit there while you roleplay a cut scene all by yourself. That's no fun for anyone. As a regular game scene ends, I'll ask, "Who wants to be Kargg, the orc chieftan?" and whoever speaks up first gets to be him. I'll do this with all the parts (it takes about 2 minutes) and then I'll tell them a small snippet of what Kargg is doing: "You're entering into your master's tent, to report to him that the fey he sent you to pursue [the characters] were not in the city when you sacked it. You know he's not going to be pleased" and then we quickly roleplay out the scene (I'd play the master). </p><p></p><p>The trick is to be suitably vague so that metagame content isn't an issue (and to have players who can make it not an issue if you happen to slip up). All of my players love the cut scenes, and the first time we did it in game, they had no idea what they were volunteering for. Now they all race to get one of the parts before they're all taken (usually there's only 2 or 3 parts available).</p><p></p><p>Granted, I don't do a cut scene after every scene, or even in every game session. The important part is to keep them relevant. It really makes for a fantastic story when the characters know that little bit more about how their actions affect the world around them, and what is going on behind the scenes. But, like I said, player involvement is the key.</p></blockquote><p></p>
[QUOTE="JesterPoet, post: 2090401, member: 138"] I totally disagree with this. I use cut scenes in my Midnight campaign and my players love them. It is a fantastic way to give the characters a window into what is happening in the background that they don't know about. The trick to making cut scenes fun for your players is to involve them. Sure, they're going to be bored if they just sit there while you roleplay a cut scene all by yourself. That's no fun for anyone. As a regular game scene ends, I'll ask, "Who wants to be Kargg, the orc chieftan?" and whoever speaks up first gets to be him. I'll do this with all the parts (it takes about 2 minutes) and then I'll tell them a small snippet of what Kargg is doing: "You're entering into your master's tent, to report to him that the fey he sent you to pursue [the characters] were not in the city when you sacked it. You know he's not going to be pleased" and then we quickly roleplay out the scene (I'd play the master). The trick is to be suitably vague so that metagame content isn't an issue (and to have players who can make it not an issue if you happen to slip up). All of my players love the cut scenes, and the first time we did it in game, they had no idea what they were volunteering for. Now they all race to get one of the parts before they're all taken (usually there's only 2 or 3 parts available). Granted, I don't do a cut scene after every scene, or even in every game session. The important part is to keep them relevant. It really makes for a fantastic story when the characters know that little bit more about how their actions affect the world around them, and what is going on behind the scenes. But, like I said, player involvement is the key. [/QUOTE]
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