Topic: "Dread"ing cut-scenes
Started by: Demonspahn
Started on: 11/26/2002
Board: RPG Theory
On 11/26/2002 at 9:56pm, Demonspahn wrote:
"Dread"ing cut-scenes
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
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On 11/26/2002 at 11:46pm, Andrew Martin wrote:
Re: "Dread"ing cut-scenes
Demonspahn wrote: ...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.
On 11/28/2002 at 4:29pm, contracycle wrote:
RE: "Dread"ing cut-scenes
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.