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Cutscenes – How to Deliver Lore and Secrets in Your D&D Games and TTRPGs While Still Keeping Your Players Involved

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Contenuto fornito da The 3 Wise DMs. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da The 3 Wise DMs o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.player.fm/legal.

Cutscene. In a video game, it’s a scene shown to the player when they reach a particular point in the game, such as at the end of a level or when the player's character dies. The immense popularity of videogaming and the similarities between them and TTRPGs begs the question: Can you, or should you, utilize cutscenes in your game?

In this episode, Tony, Chris, and Dave respond to a listener’s question regarding the idea of “cutscenes” in your TTRPG sessions and how best to deliver narrative, lore, secrets, and clues in a way that keeps your players engaged and doesn’t remove agency from them.

And, while keeping your players engaged in your “cutscenes,” and they have to roll some dice, visit our affiliate link at Fanroll Dice to receive 10% off your entire order!

3:14 The similarities and differences between RPG video games and TTRPGs and the use of cutscenes.

8:10 Using “cutscenes” to deliver narrative and building the scene but NEVER to let the villain get away.

10:10 How to deliver lore, secrets, and clues about the game and your world.

12:00 The confusion over what “cutscenes” are in a TTRPG.

14:50 Your worldbuilding and lore will not all be discovered, but that doesn’t mean you can’t have it ready for when players want to engage with something.

17:20 Dreams, Visions, and NPCs – easy ways to deliver your narrative, secrets, and clues.

19:55 The lesson to learn from Brandon Sanderson: Be Patient.

21:15 DM Dave’s example of Being Patient from our current Dragonlance campaign.

27:30 The dirty little D&D secret: players are selfish and want to know how things are affecting them.

31:45 Ballad for the Bartender – NPC info hubs for your players.

35:00 The use of monologues and cutscenes when dealing with an audience (not players). The MCU Alpha Flight episode.

43:48 Final Thoughts

Running Scenes Outside Your D&D Games

  continue reading

156 episodi

Artwork
iconCondividi
 
Manage episode 374743596 series 2777938
Contenuto fornito da The 3 Wise DMs. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da The 3 Wise DMs o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.player.fm/legal.

Cutscene. In a video game, it’s a scene shown to the player when they reach a particular point in the game, such as at the end of a level or when the player's character dies. The immense popularity of videogaming and the similarities between them and TTRPGs begs the question: Can you, or should you, utilize cutscenes in your game?

In this episode, Tony, Chris, and Dave respond to a listener’s question regarding the idea of “cutscenes” in your TTRPG sessions and how best to deliver narrative, lore, secrets, and clues in a way that keeps your players engaged and doesn’t remove agency from them.

And, while keeping your players engaged in your “cutscenes,” and they have to roll some dice, visit our affiliate link at Fanroll Dice to receive 10% off your entire order!

3:14 The similarities and differences between RPG video games and TTRPGs and the use of cutscenes.

8:10 Using “cutscenes” to deliver narrative and building the scene but NEVER to let the villain get away.

10:10 How to deliver lore, secrets, and clues about the game and your world.

12:00 The confusion over what “cutscenes” are in a TTRPG.

14:50 Your worldbuilding and lore will not all be discovered, but that doesn’t mean you can’t have it ready for when players want to engage with something.

17:20 Dreams, Visions, and NPCs – easy ways to deliver your narrative, secrets, and clues.

19:55 The lesson to learn from Brandon Sanderson: Be Patient.

21:15 DM Dave’s example of Being Patient from our current Dragonlance campaign.

27:30 The dirty little D&D secret: players are selfish and want to know how things are affecting them.

31:45 Ballad for the Bartender – NPC info hubs for your players.

35:00 The use of monologues and cutscenes when dealing with an audience (not players). The MCU Alpha Flight episode.

43:48 Final Thoughts

Running Scenes Outside Your D&D Games

  continue reading

156 episodi

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