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Archive => RPG Theory => Topic started by: Demonspahn on November 26, 2002, 09:56:01 PM

Title: "Dread"ing cut-scenes
Post by: Demonspahn on November 26, 2002, 09:56:01 PM
Hi everyone.  Recently Mike Holmes brought up the interesting use of cut scenes here to help with a game mechanic problem I've been having.

Maybe because I have been reading the material and putting an adventure together for it, but it seems like cut scenes would work perfectly for a game like Dread.  It seems like the perfect way to really showcase some demonic evil and add in some backstory, depth or subtle clues/hints that the players normally wouldn't be privy to.  

I haven't actually played or run the game yet so I was wondering (from Rafael and from those of you who had) how well you think this would work.  

Pete
Title: Re: "Dread"ing cut-scenes
Post by: Andrew Martin on November 26, 2002, 11:46:37 PM
Quote from: Demonspahn...but it seems like cut scenes would work perfectly for a game like Dread.  It seems like the perfect way to really showcase some demonic evil and add in some backstory, depth or subtle clues/hints that the players normally wouldn't be privy to.  

... how well you think this would work.  

Hi, Pete.
I think cut scenes work very well in games that are intended to look like a movie. They're a technique used in WEG's TORG, and I enjoyed them as a player and GM. They're great, because the players are also like the audience of a movie; they need to know what the "bad guys" are doing.
Title: "Dread"ing cut-scenes
Post by: contracycle on November 28, 2002, 04:29:48 PM
I've used it, it works fine unless you have individual players with difficulties dividing between self and character, otherwise I think it really helps with keeping everyone on the same track.