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	<title>Comments on: Short Sessions: Cutaway Scene</title>
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		<title>By: tman</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-cutaway-scene/comment-page-1#comment-910</link>
		<dc:creator>tman</dc:creator>
		<pubDate>Tue, 17 Jun 2008 15:29:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=174#comment-910</guid>
		<description>An example for Karsten!
Here&#039;s the first (and shortest) one I&#039;ve done. The party had just killed a Cleric of Shar who was creating undead and terrorizing the  countryside. In the Forgotten Realms setting, Shar has groups of monks who act as assassins for her. So here&#039;s what the players got in the mail one morning:

Elsewhere in the realms....
The cleric strode purposefully into the small house. He entered the dining room without fanfare or greetings. No one looked up as he pulled out a chair and sat down.  

&quot;You have a new mission.&quot;  

Now they looked up.  

&quot;The necromancer has been assassinated. You and your team are to find those responsible and demonstrate Shar&#039;s displeasure.&quot;  

From under his cloak, he produced a map and unfolded it on the table.  

&quot;There are seven targets. Here, to the east is where they last gathered. Two live in this small town - both dwarves, both clerics. Kerrilla Gemstar is the leader of a dwarven hospital outside the town and Durregar is one of her healers. The leader has power equal to the necromancer. There are about 40 other lesser dwarves in residence there - clerics, friars and guards.&quot;  

&quot;The other five are wandering hire-swords and they are headed north to Citadel Adbar. They may be carrying something of value or import back there. It isn&#039;t known if they are from Adbar in the first place and came to this dungheap looking for the item or were lured there by stories of a recent discovery of gold. The five are thus:  Mellissa - a human fighter who worships Tempus, Bayla - elven ranger, Brannor - dwarven fighter, Aevos - elf half-breed sorcerer and Jehlarin - an elven monk who worships Ilmater.&quot;  

He dropped a list of the names on the table. &quot;Any questions?&quot; he asked.  

One of the others picked up the list, glanced at it. He looked around the table to see shaking heads, then looked at the cleric and shook his own.  

The cleric rose and quickly left. The group finished dinner before starting their preparations. At dawn the next day, they rode forth.  

&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;910&#039;,&#039;tman&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>An example for Karsten!<br />
Here&#8217;s the first (and shortest) one I&#8217;ve done. The party had just killed a Cleric of Shar who was creating undead and terrorizing the  countryside. In the Forgotten Realms setting, Shar has groups of monks who act as assassins for her. So here&#8217;s what the players got in the mail one morning:</p>
<p>Elsewhere in the realms&#8230;.<br />
The cleric strode purposefully into the small house. He entered the dining room without fanfare or greetings. No one looked up as he pulled out a chair and sat down.  </p>
<p>&#8220;You have a new mission.&#8221;  </p>
<p>Now they looked up.  </p>
<p>&#8220;The necromancer has been assassinated. You and your team are to find those responsible and demonstrate Shar&#8217;s displeasure.&#8221;  </p>
<p>From under his cloak, he produced a map and unfolded it on the table.  </p>
<p>&#8220;There are seven targets. Here, to the east is where they last gathered. Two live in this small town &#8211; both dwarves, both clerics. Kerrilla Gemstar is the leader of a dwarven hospital outside the town and Durregar is one of her healers. The leader has power equal to the necromancer. There are about 40 other lesser dwarves in residence there &#8211; clerics, friars and guards.&#8221;  </p>
<p>&#8220;The other five are wandering hire-swords and they are headed north to Citadel Adbar. They may be carrying something of value or import back there. It isn&#8217;t known if they are from Adbar in the first place and came to this dungheap looking for the item or were lured there by stories of a recent discovery of gold. The five are thus:  Mellissa &#8211; a human fighter who worships Tempus, Bayla &#8211; elven ranger, Brannor &#8211; dwarven fighter, Aevos &#8211; elf half-breed sorcerer and Jehlarin &#8211; an elven monk who worships Ilmater.&#8221;  </p>
<p>He dropped a list of the names on the table. &#8220;Any questions?&#8221; he asked.  </p>
<p>One of the others picked up the list, glanced at it. He looked around the table to see shaking heads, then looked at the cleric and shook his own.  </p>
<p>The cleric rose and quickly left. The group finished dinner before starting their preparations. At dawn the next day, they rode forth.  </p>
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-cutaway-scene/comment-page-1#comment-894</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Mon, 16 Jun 2008 02:07:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=174#comment-894</guid>
		<description>http://www.obsidianportal.com/campaign/cold-blood

Anything entry that says &quot;Interlude&quot; and &quot;written by Darth Krzysztof&quot; is the kind of thing I&#039;m talking about. One of my players writes the episode summaries and the occasional interlude, but mine focus on the NPCs, as you&#039;ll see.

Of course, in some cases, someone will come along and tell the PCs what they missed, which makes the interlude more an exercise in me figuring out exactly what it was they missed in the first place. : P&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;894&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href="http://www.obsidianportal.com/campaign/cold-blood" rel="nofollow">http://www.obsidianportal.com/campaign/cold-blood</a></p>
<p>Anything entry that says &#8220;Interlude&#8221; and &#8220;written by Darth Krzysztof&#8221; is the kind of thing I&#8217;m talking about. One of my players writes the episode summaries and the occasional interlude, but mine focus on the NPCs, as you&#8217;ll see.</p>
<p>Of course, in some cases, someone will come along and tell the PCs what they missed, which makes the interlude more an exercise in me figuring out exactly what it was they missed in the first place. : P
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		<title>By: karsten</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-cutaway-scene/comment-page-1#comment-891</link>
		<dc:creator>karsten</dc:creator>
		<pubDate>Sun, 15 Jun 2008 12:12:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=174#comment-891</guid>
		<description>I would find it very helpful if you guys would be able to give us access to some of these texts. I have difficulties to imagine how you did it and what you wrote. Maybe its because for my GM-Style its very restricting, but it&#039;s intriguing...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;891&#039;,&#039;karsten&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I would find it very helpful if you guys would be able to give us access to some of these texts. I have difficulties to imagine how you did it and what you wrote. Maybe its because for my GM-Style its very restricting, but it&#8217;s intriguing&#8230;
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		<title>By: Lee Hanna</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-cutaway-scene/comment-page-1#comment-870</link>
		<dc:creator>Lee Hanna</dc:creator>
		<pubDate>Thu, 12 Jun 2008 21:07:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=174#comment-870</guid>
		<description>I did something like this on 2 of my last 3 D&amp;D games, and it&#039;s worked pretty well.  I started in a game when everyone was literate, and in a society with good postal service, so I wrote &quot;letters from home,&quot; with each one personalized to the character.  I dealt with some in-game stuff out of game time (&quot;your banker says you now have $10000 to spend,&quot; etc.) or inserted foreshadowing or background info. Once I did a flashback for a PC, before inserting an NPC from her past.
   In the second game, I shoveled entire sections from the campaign sourcebook into the bard&#039;s letters, since she would be the one to know all of the world&#039;s stories.  For that one, I wrote them about 50% common information to remind them where we were in the game, and 50% individual stuff.
   Since then, I&#039;ve used emails to our yahoogroup a day or 3 ahead, to remind them what&#039;s going on, and what they need to do when we get started.  I think I prefer the physical pieces of paper, as the handing out of that signals that we are &quot;dice on the table&quot; and getting started.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;870&#039;,&#039;Lee Hanna&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I did something like this on 2 of my last 3 D&amp;D games, and it&#8217;s worked pretty well.  I started in a game when everyone was literate, and in a society with good postal service, so I wrote &#8220;letters from home,&#8221; with each one personalized to the character.  I dealt with some in-game stuff out of game time (&#8220;your banker says you now have $10000 to spend,&#8221; etc.) or inserted foreshadowing or background info. Once I did a flashback for a PC, before inserting an NPC from her past.<br />
   In the second game, I shoveled entire sections from the campaign sourcebook into the bard&#8217;s letters, since she would be the one to know all of the world&#8217;s stories.  For that one, I wrote them about 50% common information to remind them where we were in the game, and 50% individual stuff.<br />
   Since then, I&#8217;ve used emails to our yahoogroup a day or 3 ahead, to remind them what&#8217;s going on, and what they need to do when we get started.  I think I prefer the physical pieces of paper, as the handing out of that signals that we are &#8220;dice on the table&#8221; and getting started.
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		<title>By: freyja3120</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-cutaway-scene/comment-page-1#comment-868</link>
		<dc:creator>freyja3120</dc:creator>
		<pubDate>Thu, 12 Jun 2008 18:21:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=174#comment-868</guid>
		<description>I use very short stories at the beginning of every session in much the same way you use cutaways.  They are usually only a few paragraphs, and as such I read them to the group.  

Sometimes I just use the story to establish something about the setting or world around them (I run a homebrew setting), and other times I tell them a scene between known or soon to be met NPC&#039;s.  I often foreshadow future events or tell them the consequences of what they&#039;ve done, but they often don&#039;t realize this, as many times they don&#039;t know the name of the story&#039;s main character, or the story is told from a different point of view than what they would expect.

I do find that this often helps to focus their attention on me in order to start the game, as well as getting them into the gaming mindset.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;868&#039;,&#039;freyja3120&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I use very short stories at the beginning of every session in much the same way you use cutaways.  They are usually only a few paragraphs, and as such I read them to the group.  </p>
<p>Sometimes I just use the story to establish something about the setting or world around them (I run a homebrew setting), and other times I tell them a scene between known or soon to be met NPC&#8217;s.  I often foreshadow future events or tell them the consequences of what they&#8217;ve done, but they often don&#8217;t realize this, as many times they don&#8217;t know the name of the story&#8217;s main character, or the story is told from a different point of view than what they would expect.</p>
<p>I do find that this often helps to focus their attention on me in order to start the game, as well as getting them into the gaming mindset.
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-cutaway-scene/comment-page-1#comment-867</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Thu, 12 Jun 2008 17:11:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=174#comment-867</guid>
		<description>This is a lot like the interludes I&#039;ve been using in my game, which I post to my blog and the campaign wiki. The players can read them whenever, or not at all - they mostly cover what happens when the PCs aren&#039;t around, and shed some light on the NPCs&#039; personalities.

For those who do read them, though, they provide foreshadowing, as well as minor spoilers. This was a technique that my previous DM used in her game.

I also prefer to e-mail illustrations and big blocks of description to the players, but it&#039;s a chat-based game, so they get those right away.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;867&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is a lot like the interludes I&#8217;ve been using in my game, which I post to my blog and the campaign wiki. The players can read them whenever, or not at all &#8211; they mostly cover what happens when the PCs aren&#8217;t around, and shed some light on the NPCs&#8217; personalities.</p>
<p>For those who do read them, though, they provide foreshadowing, as well as minor spoilers. This was a technique that my previous DM used in her game.</p>
<p>I also prefer to e-mail illustrations and big blocks of description to the players, but it&#8217;s a chat-based game, so they get those right away.
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		<title>By: Walt Ciechanowski</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-cutaway-scene/comment-page-1#comment-860</link>
		<dc:creator>Walt Ciechanowski</dc:creator>
		<pubDate>Wed, 11 Jun 2008 20:02:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=174#comment-860</guid>
		<description>Thanks for the comments.

I should have mentioned early emailing, Tman, thanks!

The one issue I have with emailing between sessions is something Itliaf touched on. The focus of this series of articles is on gamers that don&#039;t have a lot of time. Most of them can&#039;t give much attention outside the game, and emails are likely to be buried or forgotten. If your players can&#039;t remember what happened in session last Wednesday, they probably won&#039;t remember your email from Friday.

That said, however, your suggestion is still a good one as at least some players will be up to speed and able to guide the others along (or you can get cracking with those players while the others catch up).

Walt&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;860&#039;,&#039;Walt Ciechanowski&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks for the comments.</p>
<p>I should have mentioned early emailing, Tman, thanks!</p>
<p>The one issue I have with emailing between sessions is something Itliaf touched on. The focus of this series of articles is on gamers that don&#8217;t have a lot of time. Most of them can&#8217;t give much attention outside the game, and emails are likely to be buried or forgotten. If your players can&#8217;t remember what happened in session last Wednesday, they probably won&#8217;t remember your email from Friday.</p>
<p>That said, however, your suggestion is still a good one as at least some players will be up to speed and able to guide the others along (or you can get cracking with those players while the others catch up).</p>
<p>Walt
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		<title>By: itliaf</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-cutaway-scene/comment-page-1#comment-859</link>
		<dc:creator>itliaf</dc:creator>
		<pubDate>Wed, 11 Jun 2008 19:04:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=174#comment-859</guid>
		<description>My gaming group communicates over yahoo groups between sessions.  I have always tried to cover some material between sessions, with varying levels of success.  Introductions to a new city or setting tend to work pretty well.  Recaps of sessions with treasure and XP tacked on work too.  I am always wary about doing anything more with my webspace. Whenever I try there is invariably a player or two who just plain didn&#039;t read what was posted, Or tried to absorb it while on the way out the door to the weekly game.  
I never considered using cutaways, but this certainly looks worth a try, as anyone who doesn&#039;t read it is only missing out on information their character wouldn&#039;t know anyway.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;859&#039;,&#039;itliaf&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>My gaming group communicates over yahoo groups between sessions.  I have always tried to cover some material between sessions, with varying levels of success.  Introductions to a new city or setting tend to work pretty well.  Recaps of sessions with treasure and XP tacked on work too.  I am always wary about doing anything more with my webspace. Whenever I try there is invariably a player or two who just plain didn&#8217;t read what was posted, Or tried to absorb it while on the way out the door to the weekly game.<br />
I never considered using cutaways, but this certainly looks worth a try, as anyone who doesn&#8217;t read it is only missing out on information their character wouldn&#8217;t know anyway.
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		<title>By: tman</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-cutaway-scene/comment-page-1#comment-857</link>
		<dc:creator>tman</dc:creator>
		<pubDate>Wed, 11 Jun 2008 18:25:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=174#comment-857</guid>
		<description>I do this a lot, but I always do it through email. My group games every other week, so I have a good amount of time between games (unless life intrudes - which it always does).

This allows me to break one of your suggestions - length. I have sent out stuff as short as 5 paragraphs and as long as 5 dense pages. But since it comes days in advance, that&#039;s not a problem. 

One of the best ways to use this is when the party is about to receive a lengthy audience with the King or something. The King gets to say his piece at length without the Monty Python jokes flying about, then when we sit down, the players can ask all the questions they have and get down to business. They have the whole speech in writing to refer to later. It really speeds up play at the table.

It really jazzes our mega-roleplay guys while leaving the combat heavy guys their time to shine while we&#039;re at the table for combats. I heartily recommend it for groups where everyone communicates by email regularly.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;857&#039;,&#039;tman&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I do this a lot, but I always do it through email. My group games every other week, so I have a good amount of time between games (unless life intrudes &#8211; which it always does).</p>
<p>This allows me to break one of your suggestions &#8211; length. I have sent out stuff as short as 5 paragraphs and as long as 5 dense pages. But since it comes days in advance, that&#8217;s not a problem. </p>
<p>One of the best ways to use this is when the party is about to receive a lengthy audience with the King or something. The King gets to say his piece at length without the Monty Python jokes flying about, then when we sit down, the players can ask all the questions they have and get down to business. They have the whole speech in writing to refer to later. It really speeds up play at the table.</p>
<p>It really jazzes our mega-roleplay guys while leaving the combat heavy guys their time to shine while we&#8217;re at the table for combats. I heartily recommend it for groups where everyone communicates by email regularly.
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