[RPG] How effective are foreshadowing cutscenes that PCs would be unaware of

cluesgm-techniques

In most story mediums, you will get "cutscenes" that the characters are unaware of – a figure in shadow gives an order to do something, you see the swat team enter the building but the characters don't know yet – in order to provide Dramatic Irony.
How good or bad of an idea is this in table top RPG? Can it work? Does it just give up things too soon? How can you make this work similar to how it does in other media?

Best Answer

The Point of Cutscenes

Cutscenes/dramatic irony scenes are difficult to do in tabletop RPGs, in large part because of what they're meant to do. In movies and even video games, cutscenes work because they let the viewer/player see something coming, without necessarily letting them do anything about it. Alfred Hitchcock talks about this: a boring family dinner suddenly becomes incredibly tense to watch if the audience knows there's a timed bomb under the table. The suspense comes from the audience knowing there's a bomb but being unable to warn the diners or defuse the bomb.

However, in many tabletop RPGs, the whole point is that the players can do something about whatever problems they are aware of in the world of the game*. So showing the players a cutscene doesn't have the same effect. As movie viewers, they can't do anything to help the characters on screen, and even in a video game, their ability to respond to the cutscene is likely to be limited. But the open-ended nature of tabletop RPGs means that there's nothing stopping the PCs from dropping everything and acting on their newfound knowledge.

How to Use Cutscenes

There are a few tips to help you put a cutscene into a tabletop game and still achieve the goal of increasing suspense while giving the players knowledge they need, without losing drama or excitement:

  1. Make the cutscene too vague to act on. For example, a shadowy figure in a dark room slicing their hand over a silver bowl, while a demonic form begins to coalesce in a rune circle. There's simply not enough information here for the players to run out and immediately stop whatever's happening. It's at the GM's discretion to allow additional checks (such as perception or arcana) by the players to see or understand more about the cutscene, depending on the method by which it reaches the players (see #4).

  2. Show the cutscene with the expectation that the players will act on it, and have roadblocks ready. The PCs want to run off and deal with whatever they saw? Great! But there's a dangerous mountain range in the way, or perhaps as they try to leave town, the king's guards arrest them and they have to defend themselves against false charges brought by the villain to delay them.

  3. Use the cutscene to cause a moral dilemma or choice. Perhaps the cutscene shows a town being sacked by the evil army, and if the characters drop everything and head over there, they can save the town. Except that the characters are in the middle of saving the elven tribe they're staying with, and if they drop everything, the elves will be slaughtered.

  4. Make sure the players understand why they're seeing the cutscene. Movies and video games restrict the audience's ability to interact with the events of the world, so they can use cutscenes because the audience inherently understands the storytelling tactic behind it: that the cutscene is there to increase suspense because the audience can't do anything about it. In tabletop games, however, the understanding is usually that story information provided by the GM is being given specifically to allow the players to act on that information. So if you just show them the cutscene, the PCs are likely to assume it's meant to be acted on immediately. But if you give it to them some other way - perhaps a dream, or a magical vision, or a prophecy - which puts the cutscene "inside" the world of the game, then it becomes more clear that it's not necessarily something that needs immediate action.

  5. Think long and hard about why you want the cutscene, especially if you only want to show the players (not their characters). This is related to #4 above, where the understanding of most tabletop games is that the GM provides information to be acted on. Dave made a comment about the distinction between the players being aware of something, and the PCs being aware of it. In my opinion and experience with tabletop games, the narrative is usually meant to come from the point of view of the PCs. Strictly speaking, this would mean that nothing the PCs don't witness firsthand (whether by actually being there, seeing a vision, etc) should be in the story. In my opinion, player-only cutscenes break the illusion that you the player "are" Cutter the barbarian - they put a wall between the players and the story. There are some games where this works or is encouraged, but unless the system is specifically designed to handle that (as Sardathrion mentioned Fate and VtM are, and as discussed in the comments below), it can damage player immersion. So I would recommend using them sparingly, if at all, and instead try to find a way to convey the cutscene to the character within the world.

An example from my own game:

I needed to use a cutscene to make the players aware of something they wouldn't be otherwise (that one PC's father had been kidnapped by the villains). So I had some of them, based on Wisdom rolls, experience a dream where they watched the villains - including a couple of cloaked figures they hadn't yet met - torture the father for information. My players did want to act on it immediately, of course - but because they had no idea where the father was being kept or why the villains were after him, they first had to find where the father had been staying, hunt down his notes, retrace his steps, and finally uncover the secret he'd found that the villains now wanted.

Ultimately, it took them three or four sessions to track down the villains' lair and rescue the father. It was made all the worse because they knew that every minute they spent elsewhere, the father was being tortured. When they did finally find him, we had one of the best roleplaying scenes of the game as the PCs took out (real-life) weeks of frustration and fear on the villains' minions in the fight to rescue him.

TL;DR: Cutscenes are tools to help build suspense in a narrative. If you want to use them in tabletop games, you must use them in ways that increase the players' suspense, by preventing the players from immediately acting on them.

*I've had the debate before that not all games are like this, but for the purposes of this question, I'm talking about games where players have individual agency to affect the game world.