The Cinematic Campaign

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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