The Cinematic Campaign: Difference between revisions

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{{unfinished}}
__TOC__
{{Cinematic}}
{{Cinematic}}
For the most part, GURPS stresses
For the most part, GURPS stresses realism. Heroes can get disappointed, injured, sick, or even dead. So it goes. The GM is expected to stretch realism in an emergency (defined as "whenever realism would ruin the game"), but the rest of the time, realism rules.
realism. Heroes can get disappointed,
injured, sick, or even dead. So it goes.
The GM is expected to stretch realism
in an emergency (defined as “whenev-
er realism would ruin the game”), but
the rest of the time, realism rules.


The "cinematic" campaign is one
The "cinematic" campaign is one where realism doesn't rule – because if it did, it would constantly get in the way of the story. In a cinematic campaign, swashbuckling heroes can defeat dozens of foes because the story calls for it. Spacecraft whoosh or roar in the silence of space because fast things whoosh and powerful engines roar. Rightness always overrules mere correctness.
where realism doesn't rule – because if
it did, it would constantly get in the
way of the story. In a cinematic cam-
paign, swashbuckling heroes can
defeat dozens of foes because the story
calls for it. Spacecraft whoosh or roar
in the silence of space because fast
things whoosh and powerful engines
roar. Rightness always overrules mere
correctness.


The cinematic style of play requires
The cinematic style of play requires both players and GM to understand and agree with this principle, and to cooperate in telling the story. GURPS includes some rules that can help – but everyone must realize that an epic story is apt to transcend the rules.
both players and GM to understand
===Cinematic Power Level===
It is possible to run a cinematic game at any  power level. Cinematic games are frequently high-powered games – and vice versa – but "cinematic" is a  style, not a point level. Crack commandos in a grimly realistic campaign might have huge point totals, while many of Robin Hood's Merry Men would come in under 100 points yet be quite at home in a cinematic campaign.


“Psychic, though? That sounds like something
Still, cinematic heroes should be markedly more capable than ordinary people...and perhaps even more talented than most heroes. Players find it easier to believe in cinematic stories if their characters are capable enough to accomplish what the story calls for them to achieve without  too  much "fudging" on the part of the GM.
out of science fiction.
“We live on a spaceship, dear.
– Wash and Zoe, Firefly


and agree with this principle, and to
How the players spend their points is somewhat more important. GURPS provides many abilities suitable for cinematic gaming. Epic heroes often have a [[Destiny]]. Most possess "luck" – although [[Daredevil]] and [[Serendipity]] are often more appropriate than  plain Luck. The GM should permit [[Gadgeteer]], [[Gizmos]], [[Gunslinger]], [[Rapier Wit]], [[Trained By A Master]], [[Weapon Master]], and [[Wild Talent]]. He should also allow any skills associated with these traits, and might even want to use "wildcard skills".
cooperate in telling the story. GURPS
===Cinematic Characters===
includes some rules that can help –
Advantages and skills do not, by themselves, create cinematic heroes. The player must have a character concept that turns the  statistics on the character sheet into a person. In particular, epic heroes need two things:
but everyone must realize that an epic
story is apt to transcend the rules.


Cinematic Power Level
A motivation. Love and honor are classic, but not all cinematic characters are honorable, good, or even nice. Evil dreams and goals – such as blind, unreasoning vengeance – are perfectly acceptable as long as they are appropriate. However, obsession can lead to a simplistic character. The player must make a conscious effort to round out his character's personality.


It is possible to run a cinematic
A place in the world. Cinematic heroes have loved ones, mentors, lovers, ex-lovers, enemies, birthrights, family curses, and so on. They do not simply appear, play their role, and vanish – they need to be part of the game world, since their story is part of what defines the game world.
game at any  power level. Cinematic
===Cinematic Play===
games are frequently high-powered
Cinematic campaigns have certain conventions:
games – and vice versa – but “cine-
matic” is a  style, not a point level.
Crack commandos in a grimly realis-
tic campaign might have huge point
totals, while many of Robin Hood’s
Merry Men would come in under 100
points yet be quite at home in a cine-
matic campaign.
 
Still, cinematic heroes should be
markedly more capable than ordinary
people . . . and perhaps even more tal-
ented than most heroes. Players find it
easier to believe in cinematic stories if
their characters are capable enough to
accomplish what the story calls for
them to achieve without  too  much
“fudging” on the part of the GM.
How the players spend their points
is somewhat more important. GURPS
provides many abilities suitable for
cinematic gaming. Epic heroes often
have a Destiny. Most possess “luck” –
although Daredevil and Serendipity
are often more appropriate than
plain Luck. The GM should permit
Gadgeteer, Gizmos, Gunslinger,
Rapier Wit, Trained By A Master,
Weapon Master, and Wild Talent. He
should also allow any skills associated
with these traits, and might even want
to use “wildcard skills” (see p. 175).
 
Cinematic Characters


Advantages and skills do not, by
''A cinematic world is ordered.'' Events have reasons – reasons that relate to the story. These might not be obvious, but few things happen arbitrarily and nothing significant happens at random. This doesn't mean that the plot has to be linear or predestined. Reversals of fortune are common setbacks, and even if the final goal is set in stone, the way to get there is not.
themselves, create cinematic heroes.
The player must have a character con-
cept that turns the  statistics on the
character sheet into a person. In par-
ticular, epic heroes need two things:


A motivation. Love and honor are
''The only details of importance are those that directly advance the story.'' Unnecessary detail is the bane of cinematic gaming. The GM must know the difference between important details and irrelevant ones. For instance, if the heroes must cross the Burning Wastes to reach the Dark Tower, they will find enough water along the way; the story would be very short if they didn't, and it would not advance the story much to play out their searches.
classic, but not all cinematic charac-
ters are honorable, good, or even nice.
Evil dreams and goals – such as blind,
unreasoning vengeance – are perfectly
acceptable as long as they are appro-
priate. However, obsession can lead to
a simplistic character. The player must
make a conscious effort to round out
his character’s personality.
 
A place in the world. Cinematic
heroes have loved ones, mentors,
lovers, ex-lovers, enemies, birthrights,
family curses, and so on. They do not
simply appear, play their role, and
vanish – they need to be part of the
game world, since their story is part of
what defines the game world.
 
Cinematic Play
 
Cinematic campaigns have certain conventions:


A cinematic world is ordered.
''The GM must be prepared to overrule any die roll.'' If the dice determine every outcome, the players learn to put probability ahead of dash and style. Furthermore, the dice can be as tyrannical as a heavy-handed GM; the players are likely to revolt if a brave adventurer dies suddenly from a random disaster! On the other hand, the GM must not overrule the dice so often that the players feel as though nothing they attempt can change the outcome of the story.
Events have reasons – reasons that
relate to the story. These might not be
obvious, but few things happen arbi-
trarily and nothing  significant hap-
pens at random. This doesn’t mean
that the plot has to be linear or pre-
destined. Reversals of fortune are
common setbacks, and even if the
final goal is set in stone, the way to get
there is not.


The only details of importance are
''The GM must allow dramatic actions to succeed.'' If the hero tries to swing from the chandelier, the player must have confidence that the GM will not sneer at him and announce that he has broken his back – and must now play a quadriplegic – because his hands slipped off the wax caked onto it. The GM certainly shouldn't bog down play by requiring endless skill rolls modified by the dimness of the tavern!
those that directly advance the story.
Unnecessary detail is the bane of cine-
matic gaming. The GM must know the
difference between important details
and irrelevant ones. For instance, if
the heroes must cross the Burning
Wastes to reach the Dark Tower, they
will find enough water along the way;
the story would be very short if they
didn’t, and it would not advance the
story much to play out their searches.


The GM must be prepared to over-
''The players must not take inappropriate advantage of conventions.'' Yes, the heroes will make it across the Burning Wastes – but they must still make proper preparations. A player who remarks, "Don't worry about water. We’re heroes; we're sure to find some," is playing in the wrong campaign. The players must provide dialog and attitudes in keeping with the style of the campaign.
rule any die roll. If the dice determine
every outcome, the players learn to
put probability ahead of dash and
style. Furthermore, the dice can be as
tyrannical as a heavy-handed GM;
the players are likely to revolt if a
brave adventurer dies suddenly from
a random disaster! On the other
hand, the GM must not overrule the
dice so often that the players feel as
though nothing they attempt can
change the outcome of the story.


The GM must allow dramatic
''The GM must handle heroic deaths satisfyingly.'' An epic death cannot be purposeless. If a PC dies, he dies gloriously – bravely saving his comrades' lives, or taking an impressive number of foes with him. Fate (in the person of the GM) will be generous. There is no need for stinginess, as the PC won't be around to be a problem later on! The players must not abuse this convention. A dying hero might be almost invincible...but only if he's selling his life to take action that directly advances the plot.
actions to succeed. If the hero tries to
swing from the chandelier, the player
must have confidence that the GM will
not sneer at him and announce that he
has broken his back – and must now
play a quadriplegic – because his
hands slipped off the wax caked onto
it. The GM  certainly shouldn’t bog
down play by requiring endless skill
rolls modified by the dimness of the
tavern!


The players must not take inappro-
===Damn the Rules, Full Speed Ahead!===
priate advantage of conventions. Yes,
Many gamers prefer a "rules-light" game, in which the action moves along quickly rather than being bogged down in die roll after die roll. This is similar to cinematic gaming, but it is possible to have a quick, realistic game just by choosing which rules you use. For instance, combat slows down a lot when the GM uses hit locations or critical hit and miss tables so leave them out. Rather than fuss with the detail of selecting a dozen skills to round out a character, use a wildcard skill - and maybe a [[Talent]] or two to boost that skill even more. If the GM and players want a free-wheeling, fast-paced game, it's easy to do - just pare GURPS down to its essential elements and be willing to make a lot of judgment calls on the fly.
the heroes will make it across the
Burning Wastes but they must still
make proper preparations. A player
who remarks, “Don’t worry about
water. We’re heroes; we’re sure to find
some,” is playing in the wrong cam-
paign. The players must provide dia-
log and attitudes in keeping with the
style of the campaign.


The GM must handle heroic deaths
==See Also==
satisfyingly.  An epic death cannot be
* [[Cinematic Combat]]
purposeless. If a PC dies, he dies glori-
* [[Cinematic Piloting]]
ously – bravely saving his comrades’
lives, or taking an impressive number
of foes with him. Fate (in the person of
the GM) will be generous. There is no
need for stinginess, as the PC won’t be
around to be a problem later on! The
players must not abuse this conven-
tion. A dying hero might be almost
invincible...but only if he’s selling his
life to take action that directly
advances the plot.


[[Category:Glossary]]
[[Category:Glossary]]

Latest revision as of 18:39, 1 November 2014

For the most part, GURPS stresses realism. Heroes can get disappointed, injured, sick, or even dead. So it goes. The GM is expected to stretch realism in an emergency (defined as "whenever realism would ruin the game"), but the rest of the time, realism rules.

The "cinematic" campaign is one where realism doesn't rule – because if it did, it would constantly get in the way of the story. In a cinematic campaign, swashbuckling heroes can defeat dozens of foes because the story calls for it. Spacecraft whoosh or roar in the silence of space because fast things whoosh and powerful engines roar. Rightness always overrules mere correctness.

The cinematic style of play requires both players and GM to understand and agree with this principle, and to cooperate in telling the story. GURPS includes some rules that can help – but everyone must realize that an epic story is apt to transcend the rules.

Cinematic Power Level

It is possible to run a cinematic game at any power level. Cinematic games are frequently high-powered games – and vice versa – but "cinematic" is a style, not a point level. Crack commandos in a grimly realistic campaign might have huge point totals, while many of Robin Hood's Merry Men would come in under 100 points yet be quite at home in a cinematic campaign.

Still, cinematic heroes should be markedly more capable than ordinary people...and perhaps even more talented than most heroes. Players find it easier to believe in cinematic stories if their characters are capable enough to accomplish what the story calls for them to achieve without too much "fudging" on the part of the GM.

How the players spend their points is somewhat more important. GURPS provides many abilities suitable for cinematic gaming. Epic heroes often have a Destiny. Most possess "luck" – although Daredevil and Serendipity are often more appropriate than plain Luck. The GM should permit Gadgeteer, Gizmos, Gunslinger, Rapier Wit, Trained By A Master, Weapon Master, and Wild Talent. He should also allow any skills associated with these traits, and might even want to use "wildcard skills".

Cinematic Characters

Advantages and skills do not, by themselves, create cinematic heroes. The player must have a character concept that turns the statistics on the character sheet into a person. In particular, epic heroes need two things:

A motivation. Love and honor are classic, but not all cinematic characters are honorable, good, or even nice. Evil dreams and goals – such as blind, unreasoning vengeance – are perfectly acceptable as long as they are appropriate. However, obsession can lead to a simplistic character. The player must make a conscious effort to round out his character's personality.

A place in the world. Cinematic heroes have loved ones, mentors, lovers, ex-lovers, enemies, birthrights, family curses, and so on. They do not simply appear, play their role, and vanish – they need to be part of the game world, since their story is part of what defines the game world.

Cinematic Play

Cinematic campaigns have certain conventions:

A cinematic world is ordered. Events have reasons – reasons that relate to the story. These might not be obvious, but few things happen arbitrarily and nothing significant happens at random. This doesn't mean that the plot has to be linear or predestined. Reversals of fortune are common setbacks, and even if the final goal is set in stone, the way to get there is not.

The only details of importance are those that directly advance the story. Unnecessary detail is the bane of cinematic gaming. The GM must know the difference between important details and irrelevant ones. For instance, if the heroes must cross the Burning Wastes to reach the Dark Tower, they will find enough water along the way; the story would be very short if they didn't, and it would not advance the story much to play out their searches.

The GM must be prepared to overrule any die roll. If the dice determine every outcome, the players learn to put probability ahead of dash and style. Furthermore, the dice can be as tyrannical as a heavy-handed GM; the players are likely to revolt if a brave adventurer dies suddenly from a random disaster! On the other hand, the GM must not overrule the dice so often that the players feel as though nothing they attempt can change the outcome of the story.

The GM must allow dramatic actions to succeed. If the hero tries to swing from the chandelier, the player must have confidence that the GM will not sneer at him and announce that he has broken his back – and must now play a quadriplegic – because his hands slipped off the wax caked onto it. The GM certainly shouldn't bog down play by requiring endless skill rolls modified by the dimness of the tavern!

The players must not take inappropriate advantage of conventions. Yes, the heroes will make it across the Burning Wastes – but they must still make proper preparations. A player who remarks, "Don't worry about water. We’re heroes; we're sure to find some," is playing in the wrong campaign. The players must provide dialog and attitudes in keeping with the style of the campaign.

The GM must handle heroic deaths satisfyingly. An epic death cannot be purposeless. If a PC dies, he dies gloriously – bravely saving his comrades' lives, or taking an impressive number of foes with him. Fate (in the person of the GM) will be generous. There is no need for stinginess, as the PC won't be around to be a problem later on! The players must not abuse this convention. A dying hero might be almost invincible...but only if he's selling his life to take action that directly advances the plot.

Damn the Rules, Full Speed Ahead!

Many gamers prefer a "rules-light" game, in which the action moves along quickly rather than being bogged down in die roll after die roll. This is similar to cinematic gaming, but it is possible to have a quick, realistic game just by choosing which rules you use. For instance, combat slows down a lot when the GM uses hit locations or critical hit and miss tables – so leave them out. Rather than fuss with the detail of selecting a dozen skills to round out a character, use a wildcard skill - and maybe a Talent or two to boost that skill even more. If the GM and players want a free-wheeling, fast-paced game, it's easy to do - just pare GURPS down to its essential elements and be willing to make a lot of judgment calls on the fly.

See Also