10-11-2011, 01:41 PM | #31 | |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Cinematic gloating and nonviolence
If I'm understanding, you really have two separate problems: Interrupting the Monologue, and Getting Tied Up. Most of the answers here address #1, but less #2. Here's a snippet from my website that might be of interest:
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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10-11-2011, 04:25 PM | #32 |
Join Date: Dec 2006
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Re: Cinematic gloating and nonviolence
I have to agree with Gingerman here; if your issue is that you railroad the party into an encounter and your surprised when they actually fight (not that fighting is the only way out of an encounter; in all fairness I'd be trying to leverage my social skills, fast talk, and deception against the lieutenant with most of my PCs- but that would make me even more fusterated if the gm prevented those from even having a chance); I think you may have more of a GMing issue then a player issue.
Role playing should almost never be a narrative of GM to listeners, but an interactive game between GM and players; as such as the GM you have to be willing to let the players win on occasion, even when it is not the story you would like to tell (you don't have to make it easy, but if you make the evil lieutenant have will 25 without some very convincing reason for such expect dice to be thrown at you; on the other hand a tough as nails will 15 lieutenant may still be swayed by a skill 12 face man if the face man rolls a 6 and the lieutenant a 16). With that said- there is a way to let the fight commence, but still not have dead PCs; give the enemies stunning weapons. Tazers, glue guns, sonic stunners, poison darts- they are all pretty standard to pulpy settings and they allow the characters to fight (and possibly WIN) but if they fail, they just end up in another elaborate deathtrap machine, with nothing to do but listen to the evil overload gloat, and when they finally escape they can either use the stunners they get off guards, or resort to fistacuffs. |
10-11-2011, 08:35 PM | #33 | |
Join Date: Feb 2005
Location: Psionic Ward
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Re: Cinematic gloating and nonviolence
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There are also many options that come before flinging the door open - various types of peeking in, listening at the door, having half the party walk in and give up only to have the other half quickly rush in and capture the opponents while they're shackling the captured PCs, etc. |
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10-11-2011, 08:41 PM | #34 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Cinematic gloating and nonviolence
In that case I'd consider making it a campaign disadvantage. That way the players will feel duly compensated.
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10-11-2011, 09:12 PM | #35 |
Join Date: Oct 2005
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Re: Cinematic gloating and nonviolence
Another thought would be to allow the PCs certain bonuses and free actions while the villain gloats. They could Evaluate, get into position, exchange Significant Glances (essentially allowing the players to plan their escape). The longer the villain gets to monologue, the more time the players should have,
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
10-12-2011, 06:10 AM | #36 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Cinematic gloating and nonviolence
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10-12-2011, 07:22 AM | #37 |
Join Date: Feb 2008
Location: The Athens of America
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Re: Cinematic gloating and nonviolence
Suggest that they all put a point in Gesture...then...
Villian <Exposits> Heroes <Nod, Wink, Headshake> Win Contest of Tactics Subltely either Realign the map for significant Tactical Advantages (see threads on Making Tactics Meaningful and such) or Start PrePreparing the Escape Measures....Bonuses to Escape skill for prep time etc...
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
10-12-2011, 05:49 PM | #38 |
Join Date: Oct 2005
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Re: Cinematic gloating and nonviolence
I use the Significant Glances as an excuse about why the players are allowed to discuss their plans in detail while the characters are being watched in game. So, in my cinematic games, the PC's don't have to put actual points into gesture. It's just something heroes get to do. It laso frees the GM from having to too strictly enforce "no tabletalk" rules.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
10-13-2011, 01:09 AM | #39 |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Cinematic gloating and nonviolence
That seems like a natural quickdraw situation to me, given the visual cues; the door opens and Vader's sitting at a dining table rather than menacing or poised to lecture. I mean, if you don't shoot immediately then, when would you?
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10-13-2011, 02:33 AM | #40 |
Join Date: Oct 2005
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Re: Cinematic gloating and nonviolence
Made more intelligible if you realize there was a line cut from the dialogue: Han saying "Crepes. Why did it have to be crepes?"
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
Tags |
cinematic, tales of the solar patrol |
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