Gameplay Cutscenes -- Yea or Nay?

The_Gneech

Explorer
The Star Wars RPG recommends, as a technique to suggest "cinematic" gameplay, that the GM have scenes written up beforehand that he reads aloud at various points in the game.

For example, as the players are scouting around the remote planet looking for clues, the GM might suddenly read out: "CUT TO: Star Destroyer bridge. Admiral Arraz stares out the window surveying the fleet, as an officer hurries up to him. 'Admiral!' says the officer, 'a probe droid has found evidence of rebel activity.' 'Excellent,' says Admiral Arraz. 'Launch the strike force and prepare my shuttle.'"

What do you think of this? Have you ever tried it? If so, what were the results? I can see how it might increase dramatic tension among the players or impart interesting NPC info; but at the same time, I worry that it might take away a certain amount of the players' feeling of freedom. It reminds me a little of a video game, where achieving mission goals A, B, and C unlocks the cutscene.

I'm debating the use of this technique for my upcoming game, so I'm curious what everyone else has to say.

-The Gneech :cool:
 

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I played under a DM who used this to great effect. What he did was make sure we didn't understand who exactly was speaking; it was often someone we hadn't run into yet, and sometimes what they were talking about had nothing to do with us directly, but things happening elsewhere in the campaign.
 


Sounds exactly like how they do things in the Knights of the Old Republic video games...which are loosely based on the d20 System...the cut scenes work great in the video games. I could definitely see the value of using it in a RPG scenario.
 

I use cutscenes all the time. I find it really helps set up the action to come. Cutscenes also help me give subtle hints of what may come. Although I tend to not go the way my players think!

Kane
 

I've done it for Star Wars games, but never for D&D games. Just part of the mindset, I guess. I want players to figure things out by piecing them together in a D&D game, whereas I'm not afraid of feeding them info in a cut scene or dream sequence in a Star Wars game.
 


The_Gneech said:
What do you think of this?

I doubt I'd like it as a player. I tend to look at the game through my character's eyes and try to make sense of what's going on from my character's perspective (and, yes, that can mean walking away from the table so I don't hear important things that my character wouldn't know). The whole idea of cut-scenes, which happen on an omniscient audience level in movies, wouldn't fit with how I approach games as a player very well. Ultimately, though, it's a style issue. Some players will love it and others may hate it. Ask your group what they think if you don't have any idea.
 


Maybe for the occasional BBEG speech, but otherwise not really. However I've employed them in the storyhour for that campaign to show what was happening from the villains perspectives behind the scenes away from the PCs.
 

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