Villain Scenes

By Drayner, in Game Masters

I've been trying to think of ways to make a game I'm beginning a little more cinematic and one thing that has popped in my head is occasionally jumping to a short narrated scene of what the villain is doing in between transitioning to a new locale. Something along the lines of Darth Maul's "Soon we will reveal ourselves" scene or say a character they've swindled discovering they've been duped long after the PCs have gone. Has anyone tried something similar with any success? or would it ruin the flow/take the attention from the games players? Thought it might be worth a few second opinions.

It will vary from group to group, but overall I find its a bad idea, as the GM, to spend time talking to yourself.

I agree with Comrade Cosmonaut, it also can remove some mystery related to what NPC's know. I find it always best to let the PC's be the center and bring things crashing down on them as required. It also permits the most flexibility to the GM.

I'm a fan of doing this and I use it with some stories but not with others. It simply depends on the type of narrative you are trying to tell as well as the players. Also if you do use this method be sure to fully set the scene as "elsewhere". I tried this once and one of my players interrupted to say "I shoot him". It took us all a while to explain to the confused guy that it was an aside and not happening right in front of him. "Then why did you say it if my character doesn't know it's happening?" was his response.

Everyone else liked it though. I feel that it adds to the narrative aspect of roleplaying tremendously.

If the GM is the kind of person who can pull it off. In general, the GM should not be talking to himself, so "cutscenes" where the GM is talking to himself falls under that category.

Frame things so that the players can see what's going on; specific instance of "show, don't tell." Pulp villains must be built-up before being encountered and possibly subjected to death-by-murderhobos. They should come up at least 2 or 3 times before actually being confronted: talked-about, witnessed from afar (in person or their wake) or even face-to-face in polite society where trying to kill him and take his stuff would not be tolerated. Communication in the SW galaxy is a non-issue; the PCs can always find out what the villain is up to if the GM wants them to know.

Edited by Lorne

Interesting idea, has anyone tried a short introductory script for your players to read aloud leaving you the job of narration offering them bonus xp if they fancy running characters involved in that villainous cut scene so they could add details to their nemesis.

For example imagine Maul and his master discussing their plan now imagine the players running those roles adding their idiosyncrasies so maybe in your version Maul was the mastermind rather than his master so when he's killed Palpatine assumed the role of master recruiting Dooku to train his prospective apprentices.

Grievous becomes Dooku's bodyguard and actually is a cyborg Sifo-Dyas using the fake identity to scare foes into thinking he's a supernaturally skilled non-force user all could have been revealed and modified by that GM's players...

What do you think?

A step too far?

Interesting idea, has anyone tried a short introductory script for your players to read aloud leaving you the job of narration offering them bonus xp if they fancy running characters involved in that villainous cut scene so they could add details to their nemesis.

For example imagine Maul and his master discussing their plan now imagine the players running those roles adding their idiosyncrasies so maybe in your version Maul was the mastermind rather than his master so when he's killed Palpatine assumed the role of master recruiting Dooku to train his prospective apprentices.

Grievous becomes Dooku's bodyguard and actually is a cyborg Sifo-Dyas using the fake identity to scare foes into thinking he's a supernaturally skilled non-force user all could have been revealed and modified by that GM's players...

What do you think?

A step too far?

I've done this repeatedly for cutscenes, and it works great. I haven't done it in Star Wars yet, but it worked very well in Deadlands and 50 Fathoms. In 50 Fathoms, the main villains are three powerful Sea Hags, so I wrote a script of the three of them using blood magic to scry on the heroes, then my best attempt at a Shakespearean "Double double, toil and trouble." Three players each took a page, with a different witch highlighted, and did their best reading. A little awkward, but a lot of fun.

The most important thing is not to give away too much of the plot, but don't be afraid to drop some pretty unpleasant hints. Work up that sense of foreboding.

You can do these kind of cutscenes as other options as well...

Dream... especially for Force users... make it super mysterious and add in some good and bad info...

Captured Video Feed... describing something captured and shown to the players via datapad or holocron is doing the same thing, while letting them know there is something else going on that isn't directly in front of them.

Roleplay it... not recommended for all groups, but we have been given notes or script material by a GM and acted out the scene with one of his big bads. Usually he would prefer the scripted version so what he wanted told was revealed as we went through it. We then took on the part of minor characters so he wasn't talking to himself and played the scene out. Was a blast because we all got to use different voicings and participate. Being able to participate was what made it fun and not just a monologue. Does take some advance work, but if you have a good group, I highly recommend using this method on the rare occasion.

http://waveyourgeekflag.blogspot.com/2014/11/star-wars-rebels-as-d6-rpg.html

This series of articles imagines Star Wars Rebels as a group playing the WEG D6 Star Wars RPG, peppered with GMing advice that's easily applicable to FFG's system. In several of the episode write-ups, it talks about in a how "GM Dave" uses "cutscenes" to build tension or guide the players towards certain courses of action without taking the focus off of their story.

Cutscenes are a staple in the old WEG modules. If you use them with care, they are a nice way to set the stage a little better, and can help keep the players on plot. But don't overdo it, a little scene setting, 3 or 4 sentences of info, and done. Say 30 seconds tops.

As others have said, you want to use the cutscene to enhance, not replace, the players side of the story and help push the plot along. Use it to remind the players they need to leave town now so they don't decide to go on a shopping spree. Or to explain how the bounty hunters that suddenly showed up were hired by the Imperial they are already in trouble with, and are not from that Hutt the players keep inexplicably assuming is setting them up.

A quick cutscene can also be used to help cover a time jump. The familiar "long rest/short rest" mechanic tends to result in campaigns that are essentially one long tracking cam following the players every minute of every day, and just fast forwarding through sleep and downtime. Star Wars doesn't do that. A quick cutscene can drop a couple sentences of background, and allow the GM to come back with "Three days later on Tatooine, you are..."

Thanks guys for the pointers. I've got a fair bit to consider but it's definitely changed my original plans.

I do it. I have adventure log posts on our obsidian portal site that tease at things to come. The players squeal with excitement.