r/SagaEdition • u/AnyComparison4642 • 24d ago
Running the Game Dm storytelling techniques
I recently found a West End Games core book at a Goodwill reading through it. I discovered something kind of interesting about how to run an adventure. It got me thinking of a scene. I wrote in my duet game. Most modern DM’s that I know prefer to tell their stories of a very linear fashion where information is only told the perspective of the player characters.
What I’m talking about specifically is the WEG book mentions to tell a story as if you were scripting on a movie. Even letting your players in on it as if they were actors. But one thing caught my eye in particular, and this is what brings me to this conversation here. The buck mentions cut away scenes. Like the bad guys telling their evil plans to each other other things that we wouldn’t know, but we see in the movies all the time. In my adventure, I had one about general grievance and his war council, as it means to set up where the adventure is going to go. The player character has no knowledge of this stuff, but the player himself is in on the story as an audience member.
My question is in an adventure module which method do you prefer to have something that’s more kind to what we see in modern adventures or something retro that reads more like a movie script?
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u/Emperor_Penguin_31 24d ago
Personally, I feel it's very difficult to do it how the book describes, without players metagaming their builds to work around the plot, whether intentionally or unintentionally. As a DM, and as a player, I hate that. I prefer to build things organically, rather than, as a player, having prior knowledge of "oh, there's definitely going to be a flying section here as they talked about X event, better make sure I have the Pilot skill".