Cut scenes in RPGs. Could they work?
If you’ve ever played a video game, you’ve more than likely viewed a cut scene. You’ve just rescued the damsel in distress and you get a scene playing out with you and her in the garden. Or you find a ransom note and, suddenly, you’re shown a scene of the actual kidnapping, giving the player a bit of insight into the bad guys. But would it work in an RPG? I think it can.
Of course, it has to be done right. Let’s say that you’re a GM and the PCs have settled in for the night. The GM decides to add a little drama, so he plays out a scene for the PCs of two people talking to one another, plotting the demise of the PCs. No hints are given as to whom these people are or when they plan to strike. It’s just enough to let the players know that someone is after them but not enough to really let them prepare for it. They’ll just be looking over their shoulders, waiting for the other shoe to drop.
On the other hand, if the GM does it wrong, they’re basically giving the players out-of-game information. If, in the example above, the GM went so far as to say when the enemies would strike, the players will probably use that to their advantage. Yes, it’s out-of-character knowledge, but that still wouldn’t stop most players I know of using it somehow.
Used properly, I can see “cut scenes” adding to the overall tension and drama of the campaign. I’m planning on running a Hollow Earth Expedition one-shot next weekend and, given the pulp nature of the game, I may try to incorporate this idea.
What do you think? Do you think it could be done effectively?








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reveal November 29th, 2008 at 4:58 PM
@Wyatt – Sounds fun.
I can see them working easily for online games, but I wonder how it would work for RL games.