Do you take your players "behind the scenes"?

shilsen

Adventurer
I've just got back into DM-ing after a year's hiatus and have been writing up the session events (just 2 so far) in story format. The party is currently involved in a quest for an artifact called the Crown of the Gods. Last session, the players had a serious falling-out with their employer Marius, a high priest of Pholtus (it's a modified Greyhawk campaign), who turned out to be quite a villain and have some seriously double-plus-ungood plans for the Crown.

When writing up the story, I decided to add a scene showing some of Marius' thoughts and motivations. When I was sending the session story to the players, I first thought of removing this section, since they would not have seen it. But then I decided to keep it in there and simply mention to them that they need to remember this is player info and not character. Do you (esp. those of you writing story hours and such) ever do anything like that? And if so, what's the result of doing so?

In my case, all the players told me was along the lines of, "Nice. We're still going to kill him anyway." Bums :D

By the way, here's the scene:

***

Hours later...

...Marius sits in his room, staring with unseeing eyes at the sunburst painted on the wall in front of him. Memories play across his mind. Thoughts of an idyllic childhood tending his father's sheep, his acolyteship in the church, the incredible sensation of the first spells that Pholtus granted him, the awe and the mystery of hearing his god speak to him.

He thinks of his battles for the One True Faith, of the lives he saved in Sterich (and Phyllis among them) and the comrades he lost. He remembers dragging out his son's broken body from beneath the corpse of a giant he slew with his own hands, and finding his daughter's corpse pinned to a wall by an ogre's spear. Above all, he remembers the eyes of the dying, always questioning, always accusing, asking why he could not save them.

Passing down the years, his memory dwells upon the day that Sterich was "officially" freed, and he recalls the emptiness of that moment, the discovery of a void where he had expected celebration and rejoicing. He thinks of the triumphal return to Keoland, and the discovery of his assignment in Flen. His fingers can almost feel the texture of that first foundation stone he laid, and his mind recalls the light that shone through the stained-glass windows during his first dawn service in the newly consecrated temple, painting the pews the color of blood as he looked down on them. He remembers waking one morning, not soon after, and feeling the ache of age in his bones.

Age! Opening his eyes, Marius looks down at his own hands and flexes his fingers. Gnarled hands, strong hands, the hands of a healer and a warrior. And as he looks at them, they tremble ever so gently, as they always seem to do nowadays. Clenching his fingers into fists, Marius takes a deep breath and thinks of the future.

He thinks of the Crown, of the power it is rumored to possess. He thinks of the disappointments he has faced and may encounter in his search, of Songil's failed divinations, of the obstinate resistance of Korven and his companions, of the betrayal of Bartholomew, of the existence of Gulthias Heartsbane - vampire priest of Ashardalon. He thinks of the world beyond the tiny borders of his temple, oblivious to Pholtus and to his existence, crawling through its days in an orgy of blindness. Fools!

Forcing his mind to more positive thoughts, Marius thinks of the knowledge he now possesses, of the maps and information that lead into the Dreadwood. He thinks of the arcane powers of Songil, the loyalty of Phyllis, and his own god-granted abilities. Visions dance before his eyes, of a world where he wears the Crown and speaks forth the will of Pholtus, bending Keoland and the Sheldomar (mayhap even the Flanaess?) to his will, bringing forth an era of peace and prosperity, ending sorrow and suffering throughout the land. He tells himself how minor the sacrifices are that he must accept and the deeds he must do to achieve such a great and laudable end.

And alone in his room, in the darkest watches of the night, Marius Carlyle, war hero and shepherd of his flock, Shining Cardinal of Pholtus, weeps...
 

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I don't give that kind of stuff to the players, but when I put it in my story hours they see it. Of course, it's always after the fact by that point...
 

I give my players these things, but of course, they are all lies. They are so desperate to believe me that they will subtly play out of character with this newfound information, naturally screwing themselves. :D

ciaran
 

shilsen said:
When writing up the story, I decided to add a scene showing some of Marius' thoughts and motivations. When I was sending the session story to the players, I first thought of removing this section, since they would not have seen it. But then I decided to keep it in there and simply mention to them that they need to remember this is player info and not character. Do you (esp. those of you writing story hours and such) ever do anything like that? And if so, what's the result of doing so?
Yeah. This is called a cut-scene (you "cut" [the camera or the narrative] to a scene of another character--usually the villain--and watch the NPC do something that exposes more of his personality to "the audience" [in this case your players]...then return to the player characters when the cut scene is done).

I've never tried it during a game, but it adds to the storytelling process and I'd love to incorporate it. TV & movies do it all the time, letting the audience see what the bad guy is doing without letting the protagonist see. When it's done right, it works to really "vile up" your players' opponent.
 
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Nope, but I've thought about using dreams for that.

I've decided to use dreams a lot.

I've started by keying the paladin's mount ability to a dream-quest (little dungeon with puzzles to test paladinish virtues). Once completed, the paladin find the mount nearby when he wakes up.

Such a cutscene could be given to the PCs as a vision during a dream. I'll try to see if I can insert this...
 

In a PBeM game I was in a rather long time ago, my DM would do this, mostly to tie together the separate scenes we did. It was very well done because he was a good writer mechanically speaking, had wonderful characterization, and often they gave us no real useful information, other than more reasons as players to hate that villian. Oooh. Too bad he was slightly constrained by the Story, and then I killed the game through my own blasted immaturity. Argh.

But anyway, yes they can work, and very well. As always, it depends on the players. If you're concerned about knowledge leak, give the cutscene to them long after the fact, when they already know these things, and you are essentially supplying a bit of the why. Think of it as helping the simulation of a higher Intelligence (for analyzing the villain's behavior) or Charisma (because you are able to relate to them and sync up with their thought processes) or something.

I really wish I had something teribly original to add, but I don't, just my 2 yen.
 

Occasionally I'd put a bit of behind the scenes fiction in little gazetters I used to send to the players.

More generally, sometimes I can't help but tell the players something about a battle's detail after the facts when it is no longer important.

For example, last night, the party sorcerer almost cast disintigrate on an undead cleric (see link in sig), but changed his mind and cast greater dispelling instead. It just so happened that by doing this, he took down her spell turning. Next turn he did disintigrate (actually the next 2 turns: it took 2 tries) I just had to tell him after the battle that if he had cast the disintigrate first, that he would have had it in his face...
 

Gez said:
Nope, but I've thought about using dreams for that.

I've decided to use dreams a lot.

I've started by keying the paladin's mount ability to a dream-quest (little dungeon with puzzles to test paladinish virtues). Once completed, the paladin find the mount nearby when he wakes up.

Such a cutscene could be given to the PCs as a vision during a dream. I'll try to see if I can insert this...

One of the reasons I didn't put this scene in a dream or vision is because I really use those a lot anyway. Depending on character and situation, a dream may be a vision of things to come, a jumble of images which the characters get to decipher over time, a message from one's patron deity, a villain trying to infiltrate the character's mind, a subconscious reaction to past deeds enacted in the place one is sleeping, etc. And once in a while everyone in the party has the same dream, which usually leads to more than a little concern. Dreams are great. Here's one I'd used shortly after they had begun the current quest:

***

You have a feeling of confusion and a sense of dislocation. You feel hands tugging at you, and sharp claws ripping away your clothing, although they spare your flesh. A number of visions flash before you, almost too quickly to register.

A man in shining armor stands in front of a dark figure; a lone dwarf battles in the middle of a horde of orcs, slaying dozens and sending them fleeing from him; a storm rages over a forest, and all trees bend before it, except for a single oak, which stands upright until a stroke of lightning levels it; a clawed hand reaches for a golden crown, which blazes forth with light; a clearing is full of woodland animals, that change shape and become human beings; a sword hangs in mid-air, revolving slowly as blood drips from it; a jeweled mask falls slowly towards the ground, and disintegrates as it reaches it; an ancient tome lies upon a desk, and as the pages turn over of their own volition, the writing on each page is wiped smooth; a golden symbol carved in the shape of a dragon's head floats on a pool of clear water; a dark mound surrounded by menhirs gleams in the moonlight.

The visions are made even more confusing by the sounds that you hear, all at the same time. A guttural voice: "My son! My son! By Moradin's beard, he is my son!" A soft, feminine voice: "This too shall pass, lords and ladies." The sound of hooves galloping closer and closer. A proud, cold voice: "Sword strokes by moonlight is how this shall be settled." A chorus of calm voices: "It was their doing; let them bear the burden." Wind howling in the trees. Laughter - soft and mocking. A masculine voice raised in prayer: "Show me the light, my lord!" A voice, calm and resigned, although evidently in pain: "It is ended!"

The voices and visions disappear, to be replaced by a pair of dark eyes. The eyes are old, but bright, twisted with ancient evil. They approach you, till all you can see is the eyes, boring into your own, peeling aside the veils that hide whatever sorrows and weaknesses you hide from all around you. A voice hisses roughly, "You are...MINE!" You feel claws like needles dig into your shoulder. And wake up screaming. Looks like it was just a nightmare. Or it would, if it wasn't for the fact that the four long scratches in your left shoulder are still bleeding.

***
 

The group I game with (as both DM and player, with various games) have used cutscenes for a good while now. Often they appear during the game, much like a TV series.

In my games I have started cutscene/interludes that happen between episodes or after certain points. I e-mail them out or post them to the campaign EGroup.

It certainly has made the games better, more enjoyable.
 

the Jester said:
I don't give that kind of stuff to the players, but when I put it in my story hours they see it. Of course, it's always after the fact by that point...
Ditto. I'm currently running "Beast of Burden" from Dungeon Magazine #100. I've included three chapters in the "Story Hour" so far from the perspective of one of the bad guys, which adds some context as to what is going on. However, I haven't posted these until AFTER the player's actions are aleady determined. Link as follows:

http://www.enworld.org/forums/showthread.php?t=63210

I've already written the next bad guy chapter, but won't post it until after tomorrow night's game, as it would give away where the main bad guy is currently hanging out.

At the end of each module I will also usually do a short question and answer session with the players to fill them in on some of what was happening on my side of the screen.
 
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