Page 196 - World of Darkness
P. 196

a group of players. Some of the more interesting of these  ters. These cutaways serve to embolden the main charac-
             involve fooling around with time.               ters. They hold the fort, waiting for reinforcements that
                Flashbacks: Events that took place before the present  players know will arrive. Or cutaways get characters to
             can be played out to dramatic effect by using flashbacks,  change tactics before they wind up dead.
             short scenes that take place in the past and which greatly  Foreshadowing: Events from a potential future can
             inform the players’ understanding of present conditions.  be foreshadowed by actually playing them out. The scene
             These flashbacks might involve their characters before  shifts to next week, where the characters attend the fu-
             they became aware of the supernatural world — or they  neral of one of their own. This really wakes the players
             might even involve characters’ ancestors! The players can  up! How did the character die? How do they stop it from
             temporarily take the roles of other characters — their own  coming to pass? Everything they do will be measured
             ancestors or just some unfortunate people who acciden-  against the scant clues this glimpse into the future pro-
             tally discovered the curse of the tomb. Flashbacks are like  vides. For this reason, it’s best to make these visions short,
             short scenes in a movie. Keep them short. If they’re too  cutting away before too many details are revealed. It’s sweet
             long, they detract from the modern story. As soon as flash-  agony watching the players try to avoid — or accomplish
             backs veer from the main purpose — to more fully reveal  — the fate they witnessed. One important point: These
             a present predicament — end them and cut back to the  must be glimpses of a possible future, not a preordained
             now.                                            one. Character actions should be allowed to change (or
                Cutaways: Events that take place at the same time  fulfill) it.
             but in a different location can add dramatic effect. This is
             more than simply cutting back and forth between two Bottom Line: Have Fun
             groups of characters. It can be used to witness Storyteller  In the end, don’t worry about whether you’re playing
             characters conniving against the players’ characters, or  the game “correctly.” There’s no wrong way to do it, there’s
             striving to aid them. It’s fun to let the players take the  just the way everybody wants to. If you’re the only one
             roles of these cutaway characters, whether it’s a crime boss  who wants to turn out the lights and use flashlights when-
             chortling with his captains about a death trap into which  ever a ghost appears, maybe you should rethink it. If no-
             a character just fell, or disciples trying to understand a  body else enjoys it, what good is it? The only real failure is
             clue that will allow them to rescue the players’ charac-  to keep making mistakes once you know they’re mistakes.


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                                                                                  HOW TO TELL STORIES
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