Story interludes, an expample, followed by a question.

Jaxom

First Post
I've had a few adventures, or even at key events durring a campaign, where I've inserted little scenes for the players to enjoy, but their characters don't necessarily find out about until later.

In our campaign we are on a holy task of collecting the pieces of a crystal ball that was destroyed by evil. When the pieces are rounded up and the artifact reassembled it will bring balance back to the world.

The Encounter:
After players make a scry check to notice a scry sensor watching them from the tall weeds to the side of the road. I give them time to react to being scried then go into a box text interlude.

Interlude Example:
A dark elf, wearing tight fitting black exoskeleton type armor, intemtly watches her army make quick work of taking a small village and capturing its inhabitants. She observes the progress from a tree covered hill where the shadows make spotting her very difficult. She doesn't even take a glance around as a large spider like creature approaches her quietly from the darkness of woods behind her, she heard it approaching a long time ago. The large spider stops ten feet from the dark elf and speaks to her in a language consisting of miscellaneous clicks and hissing.
The dark elf woman turns to face the large spider as she holds up a crystal shard for the spider to see. "So they're on the road heading this way in search of these, these crystal shards? What a waste of life!" She removes a strange ring from an extradimensional space on her armor and continues to speak. "This ring will take you to them, take the created beasts with you and be sure no one survives. Oh, and keep in mind that one of them can will be able to sense you from about 100 feet away."
The large spider gives a long hiss in response and quickly scampers away into the darkness.
Tired of observing the battle below, the dark elf tucks the crystal shard away into the hidden pocket of her armor and begins to make her way toward the town currently under seige.

I give the group a chance to discuss the scene. The players in the group are pretty good in not allowing the information given to effect their characters reactions later.

The Encounter Continued:
You follow the road up a large hill. As you come up over the top you see the road continue straight with tall grass bordering each side. Standing two hundred ahead, in the middle of the road like a road block, is a large spider with bright gemlike eyes.

Everyone charged the spider and attacked, when the spider acted it made a hissing sound which triggered two large undead beasts to charge through the tall grass to the road and attack. The group found itself in the middle of a large ambush perfectly executed and later came to an ambandoned town that looked like it was attacked recently.

I want to use more of these story interludes and wonder if anyone else uses them and what problems, if any, have they run into when using them.
 

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That's an interesting setup. I've seen people mention using that type of device, but never actually seen an account of doing so. I've always been afraid of it giving too much away. That and distracting them from the immediate present with something taking place in an unknown time and place. I'd be interested to see how the players take that vague knowledge and either benefit from it, confuse themselves, or walk straight into the abmush anyway. So seeing your posting, I have to say first of all, Well done! Any time the PCs play nicely evil-DM tricks is a happy one. :) But secondly, I'm going to have to think more about this idea since the old routine of finding the vital NPC or item which then reveals some important piece of information which they can use to decipher the whols is getting a bet tiresome to me.
 

Neat idea.
I have used visions and dreams in a similar way, but not quite as an interlude.
Could be a great way to freak out the players and build up tension quickly.
 

Before I get into too much trouble, I should give credit to Corwin. A long time ago when starting a campaign in 2nd edition, Corwin said he had used interludes and gave me examples of how he used them.

Corwin plays in alot of the games I run and always gets the group to pay attention whenever an interlude comes up.

Anyway, just wanted to say, thanks Corwin for for the advice and allowing me to mix story telling and gamemastering to increase player enjoyment.
 

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