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Things that don't translate to the table top
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<blockquote data-quote="Umbran" data-source="post: 6552153" data-attributes="member: 177"><p>A general structure that you often see in books or television, but doesn't translate well to tabletop games: "...3 days earlier..."</p><p></p><p>In TV and the movies, we often start in media res, in some highly dramatic scene. Then, the action jumps back some significant time, and unfolds again until we catch back up to that dramatic scene. I've seen this done *once* successfully in a game, and the time jump back was a matter of minutes, rather than hours or days, and the setup made the route to the end point blatantly obvious.</p><p></p><p>But, in general, you have little control of how action unfolds in play, so that returning to the envisioned spot is often difficult without severe railroading.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6552153, member: 177"] A general structure that you often see in books or television, but doesn't translate well to tabletop games: "...3 days earlier..." In TV and the movies, we often start in media res, in some highly dramatic scene. Then, the action jumps back some significant time, and unfolds again until we catch back up to that dramatic scene. I've seen this done *once* successfully in a game, and the time jump back was a matter of minutes, rather than hours or days, and the setup made the route to the end point blatantly obvious. But, in general, you have little control of how action unfolds in play, so that returning to the envisioned spot is often difficult without severe railroading. [/QUOTE]
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