One-Shot Plan: Fireside Chats - Session 1
Session Overview
Duration: ~2 hours
Format: Fireside reminiscence with flashback scenes
Focus Threads: Tim’s General Goods, The Magic Puzzle, Lord Neverember’s Overspend
4th Wall Break Mechanics
How It Works:
- During flashback scenes, players can have their characters “break the 4th wall” by commenting from the campfire perspective
- Characters in the flashback can hear/react to these comments as if they were happening in real-time
- This creates a layered narrative where past and present intermingle
- Use it for: corrections, commentary, jokes, “wait, that’s not how it happened,” or adding context
Examples:
- Flashback: Character is haggling with Tim
- Campfire Comment: “Actually, I think you’re remembering that wrong - Tim was way more nervous than that!”
- Flashback Character: Looks confused “What? No, I’m right here…”
DM Guidance:
- Encourage players to use this mechanic for humor and character moments
- Allow flashback characters to react to campfire commentary
- Use it to correct or embellish memories
- Don’t overuse - let it feel natural and spontaneous
Smash Cut Transitions
The Battlefield Threat:
- Throughout the session, subtly remind players of the impending battle
- Distant sounds: dragon roars, wingbeats, shouts, clanging metal
- Characters are trying to ignore it, focus on memories instead
- The threat is always there, but they’re choosing to remember better times
Transition Style:
- Use sensory morphing - one sound/sensation becomes another
- Create jarring but seamless cuts from battlefield to memory
- Emphasize the contrast: threat vs. peace, war vs. normalcy
- Make the memories feel like an escape, a deliberate choice to focus on the past
Example Format:
- “The roar of wings becomes the jangle of a bell.”
- “The clash of steel becomes the rustle of parchment.”
- “The smell of smoke becomes the scent of old books.”
DM Guidance:
- Use these transitions to enter flashbacks
- Use reverse transitions to return to campfire
- Let the battlefield sounds fade in/out naturally
- Don’t force it - let the threat feel present but ignored
Scene Structure
Scene 1: The Campfire Setup (15-20 minutes)
Setting: Evening before the final battle planning. Major faction leaders and party members gathered around a campfire.
DM Notes:
- Emphasize the calm, beautiful atmosphere despite the impending battle
- Describe the firelight, stars, and sense of camaraderie
- All major NPCs present: Lady Silverhand (Laeral), Lady Dala Silmerhelve, High Harper Althaea Moonshadow, Lord Neverember, other faction leaders, party members
- Note: Lady Silverhand has romantic tension with Hawthorne (PC) - they have feelings for each other but she knows she cannot act on them
Conversation Beats:
Opening Description: “The fire crackles softly, casting dancing shadows across the faces gathered around it. The stars above seem impossibly clear tonight, as if the world itself is holding its breath before tomorrow’s battle. There’s a strange peace here, a moment stolen from time itself.”
“In the distance, you can hear it - the sound of preparation. The roar of wings. The clash of steel. Shouts and commands. But here, around this fire, you choose to ignore it. Tonight is for remembering. Tomorrow can wait.”
NPC Opening Lines:
- Lady Silverhand: “I find myself thinking about all the paths that led us here. Every choice, every moment…” (trails off, looking into the fire, perhaps glancing at Hawthorne)
- Lord Neverember: “Yes, well, let’s hope all those choices were the right ones. Especially the expensive ones.” (muttering, but loud enough to be heard)
- High Harper Althaea Moonshadow: “You’ve come a long way from Phandalin, haven’t you?” (her voice carrying the weight of someone who’s watched many journeys unfold)
- Lady Dala Silmerhelve: “Indeed. And we’ve learned so much along the way.” (speaking as an agent of the Arcane Brotherhood)
- Another NPC: “I never thought I’d see the day when we’d be preparing to face… well, you know.”
Player Conversation Prompts:
- “What’s going through your character’s mind right now?”
- “Does anyone want to share what they’re feeling?”
- “Someone notices the gear you’re wearing - what catches their eye?”
- “Who breaks the comfortable silence first?”
Transition: Someone notices/admires the party’s new gear
Scene 2: Admiring the Gear (10-15 minutes)
Flashback Trigger: “Do you remember when we went to Tim’s General Goods?”
DM Notes:
- Players describe what magical items they purchased from Tim
- Players describe what they paid (or what it cost them)
- Encourage roleplay about the shopping experience
- Highlight the “doomsday prepping” atmosphere
Conversation Beats:
NPC Observation:
- Lady Silverhand: “That’s a beautiful piece. Where did you acquire it?” (pointing to someone’s gear, perhaps making eye contact with Hawthorne)
- Lord Neverember: “Yes, I’m curious about the… procurement process myself.” (with a meaningful look)
- Lady Dala Silmerhelve: “The Arcane Brotherhood has been tracking the acquisition of such items. It’s fascinating what’s become available.”
- Another NPC: “I’ve never seen items like these before. The craftsmanship is remarkable.”
Player Description Prompts:
- “As [NPC] admires your [item], what do you tell them about it?”
- “How much did this cost you? Do you mention the price?”
- “What makes this item special to your character?”
- “Does anyone want to show off their new gear?”
Conversation Flow:
- Someone asks about the items
- Players describe their purchases
- Prices come up (or are avoided)
- Someone mentions Tim’s General Goods
- Flashback Trigger Line: “Do you remember when we went to Tim’s? That was… an experience.”
4th Wall Break Opportunities:
- Players can comment: “Wait, I think I’m remembering the price wrong…”
- “Actually, Tim said something different…”
- “I don’t think that’s how that conversation went…”
Smash Cut Transition to Flashback: “A distant roar echoes across the camp - something large, something angry. But as someone starts to speak, the sound shifts, morphs…”
SMASH CUT: “The roar of wings becomes the jangle of a bell.”
“Lamplight. Dust. Warm wood.”
“Shelves packed too tightly with things that shouldn’t exist in a shop this small.”
“Tim looks up from behind the counter and squints at you like you’re an oncoming weather system.”
Transition: “Remember how Nyx looked like she was going to die at those prices?”
Scene 3: Tim’s General Goods - The Shopping Montage (20-25 minutes)
Setting: Tim’s General Goods in Waterdeep, during the preparation period
DM Notes:
- Tim has been stockpiling magical items specifically for dragon-slaying
- Small-town trader who has gone all-out for this moment
- Create a montage feel - show various items, negotiations, reactions
- Emphasize the “almost doomsday prepping” vibe
Key Elements:
- Tim’s personality and relationship with the party
- The variety of dragon-slaying specific items
- Price negotiations and discounts (party is favorable with Tim)
- Nyx’s dramatic reaction to prices (comedy moment)
Conversation Beats:
Scene Opening: [Note: This opening happens AFTER the smash cut transition above]
“The shop is… different. Every surface is covered in carefully arranged magical items. Scrolls, potions, weapons, armor - all with a specific purpose. Tim looks up from behind the counter, his eyes tired but determined.”
Tim’s Opening Lines:
- “Ah, you’re here! I’ve been… preparing. When you said dragons, I took that seriously.” (gestures around the shop)
- “I’ve got everything you could possibly need. And some things you probably don’t need but might want.”
- “Look, I know the prices are… well, let’s just say I had to pull some strings. But for you? I’ll give you my best discount.”
Shopping Montage Beats:
Beat 1: The Tour (5 minutes)
- Tim shows off his collection
- Tim: “This here? Dragon-scale resistant armor. This? Potions of fire resistance. And this…” (continues showing items)
- Players can ask questions, examine items
- 4th Wall Break: Someone from campfire: “He was way more excited about that one item than you’re showing!”
Beat 2: The Negotiations (10 minutes)
- Players start selecting items
- Tim quotes prices (high, but with discounts)
- Tim: “Normally that would be 5,000 gold, but for you? 3,500. Best I can do.”
- Players can haggle, use their relationship
- Tim: “Look, I’m already giving you the friend discount. I’ve got a family to feed, you know.”
Beat 3: Nyx’s Reaction (5 minutes)
- Prices are revealed, especially for expensive items
- Nyx (in flashback): “THREE THOUSAND GOLD? For a POTION?” (visibly distressed)
- Tim: “It’s a very good potion! It’ll save your life!”
- Nyx: “I might just die of shock instead!”
- Other players react to Nyx’s reaction
- 4th Wall Break: Someone from campfire: “See? I told you she looked like she was going to die!”
- Nyx (in flashback): “I can hear you, you know!” (confused, looking around)
Beat 4: The Purchases (5 minutes)
- Players finalize their purchases
- Tim wraps items, takes payment
- Tim: “You know, I never thought I’d be selling gear for… this. But if anyone can do it, it’s you lot.”
- Final interactions, thanks, goodbyes
Player Opportunities:
- Mini shopping roleplay
- Interact with Tim
- Make decisions about what to purchase
- React to prices and availability
- Use 4th wall breaks to comment on the memory
4th Wall Break Examples:
- Campfire: “Actually, I think Tim said something funnier than that.”
- Flashback Tim: “What? I’m right here, what are you talking about?”
- Campfire: “Nyx, you were way more dramatic. You literally fainted.”
- Flashback Nyx: “I did not! …Did I?”
Transition: Return to campfire, laughter about Nyx’s reaction
Scene 4: Return to Campfire - The Laugh (5 minutes)
DM Notes:
- Party laughs about Nyx’s reaction to prices
- Light, comedic moment
- Natural conversation flow
Conversation Beats:
Smash Cut Return to Campfire: “Tim’s voice fades, the shop dims, and…”
SMASH CUT: “The jangle of a bell becomes the crackle of firewood.”
“The warm lamplight becomes the flickering campfire.”
“You’re back. The stars are still there. The threat is still there, in the distance. But someone starts laughing, and soon the whole group is caught up in it.”
Conversation Lines:
- Player/NPC: “Oh gods, Nyx, your face when Tim said the price…” (laughing)
- Nyx (present): “It was a lot of gold! I stand by my reaction!”
- Another Player: “You looked like you’d seen a ghost. Or a dragon. Or a ghost dragon.”
- NPC: “I wish I could have been there to see that.”
- Nyx: “You’re all terrible. That potion was worth every gold piece, by the way.”
Laughter and Banter:
- Allow players to riff on the memory
- Build camaraderie
- Light, fun moment before the next serious topic
Transition: Lady Dala Silmerhelve brings up the strange equation
Scene 5: The Magic Puzzle Introduction (10-15 minutes)
Flashback Trigger: Lady Dala Silmerhelve: “Speaking of strange things, do you remember that equation that appeared at the College?”
DM Notes:
- Lady Dala Silmerhelve (acting as agent for Arcane Brotherhood) describes the strange equation that appeared at the Arcane Brotherhood (College of Winterhold-style)
- Links to the Spell Plague
- Mentions strange abjuration magic they can’t figure out
- Creates mystery and intrigue
- Dala is the political face of House Silmerhelve and has connections to the Arcane Brotherhood
Conversation Beats:
The Shift in Tone: “The laughter dies down, and there’s a comfortable silence. Lady Dala Silmerhelve, who has been quietly observing, leans forward, her expression thoughtful.”
Lady Dala Silmerhelve’s Opening:
- “Speaking of strange things… do you remember that equation that appeared at the College? The Arcane Brotherhood?”
- “As an agent for the Brotherhood, I was one of the first to see it. It was unlike anything I’ve ever encountered. It just… appeared. One day it wasn’t there, the next day it was, written on a random class’s chalkboard.”
- “The mages couldn’t make sense of it. Some said it was related to the Spell Plague. Others thought it was abjuration magic, but not like any we’d seen before.”
- “We still don’t fully understand what it meant. But I think… I think it was connected to all of this.” (gestures vaguely, meaning the Cult/Tiamat)
Player Questions/Responses:
- “What did it look like?”
- “Did anyone try to solve it?”
- “What happened when you investigated?”
- “How do you think it’s connected?”
Lady Dala Silmerhelve’s Responses:
- “It was… complex. Mathematical, but also magical. The symbols seemed to shift if you looked at them too long.”
- “Several mages tried. Some went mad trying to solve it. Others said it was impossible.”
- “That’s the thing - we did investigate. And what we found…” (pauses, looks around at the gathered group)
- “Perhaps it’s better if I show you.”
Building Mystery:
- Allow players to speculate
- Build curiosity and anticipation
- Create sense that this is important
Smash Cut Transition to Flashback: “Lady Dala Silmerhelve’s words hang in the air. In the distance, you hear the sound of something massive moving - scales scraping against stone, perhaps. But as she reaches out, as if to show you…”
SMASH CUT: “The scrape of scales becomes the rustle of parchment.”
“The smell of smoke becomes the scent of old books and arcane dust.”
“The flickering firelight becomes the cold, steady glow of magical torches.”
“You’re in the Arcane Brotherhood. A classroom, ordinary in every way - except for the equation written on the chalkboard. It shouldn’t be there. It wasn’t there yesterday.”
Transition: “Let me show you what we discovered…”
Scene 6: The Magic Puzzle - Flashback Investigation (25-30 minutes)
Setting: The Arcane Brotherhood/University during the investigation
DM Notes:
- Players take control of mages/researchers investigating the equation
- Give players agency to experiment with the magic
- Create puzzles or challenges related to the abjuration magic
- Link the magic to the main story (Cult of the Dragon, Tiamat, etc.)
- End with a dramatic revelation or turn of events
Key Elements:
- The equation itself (describe its appearance, behavior)
- The abjuration magic properties
- Connection to Spell Plague
- How it relates to the Cult/Tiamat threat
- Dramatic conclusion (revelation, discovery, or threat)
Conversation Beats:
Scene Opening: [Note: This opening happens AFTER the smash cut transition above]
“The classroom is small, intimate. Mages in robes crowd around, some studying, some arguing, some looking worried. And there - written on the chalkboard - is the equation. It shouldn’t be there. It wasn’t there yesterday.”
The Equation Description:
- “It covers the entire chalkboard, spilling beyond the edges in places. The symbols are complex, mathematical and arcane intertwined. Too complex for any normal lecture.”
- “As you watch, the symbols seem to… shift. Not physically, but in your perception. Like they’re trying to tell you something you can’t quite grasp.”
- “There’s a feeling of power here. Abjuration magic, but wrong. Twisted. Like protection magic that’s been corrupted.”
- “Someone tried to erase it. The chalk marks remain, stubborn, refusing to be wiped away.”
Investigation Beats:
Beat 1: Initial Observations (5 minutes)
- Players (as mages) examine the equation
- Mage NPC: “We’ve tried everything. Detect Magic, Identify, even Legend Lore. Nothing works.”
- Another Mage: “It’s like it’s… alive. Or aware.”
- Players can make their own observations
- 4th Wall Break: Campfire: “Wait, I remember it differently. The symbols were glowing, weren’t they?”
- Flashback Mage: “What? No, they’re not… actually, are they?” (looks closer)
Beat 2: The Experimentation (10 minutes)
- Players try different approaches
- Mage NPC: “What if we try casting Dispel Magic on it?”
- Another Mage: “We tried that. It… reacted. Not well.”
- Players can suggest experiments
- DM: Describe what happens when they try things
- 4th Wall Break: Campfire: “Actually, I think [Player] was the one who figured out the connection to the Spell Plague.”
- Flashback Player: “I did? I mean… yes! I did!” (suddenly has an idea)
Beat 3: The Discovery (5 minutes)
- Players discover the connection
- Revelation: The equation is a protective ward, but inverted - it’s meant to keep something OUT, but it’s been corrupted to keep something IN
- Connection: It’s related to the Cult’s plans - a way to contain or control Tiamat’s power
- Spell Plague Link: The corruption is similar to Spell Plague magic, suggesting the Cult has been experimenting
- 4th Wall Break: Campfire: “This is when we realized how serious things were getting.”
- Flashback: Characters look at each other, understanding dawning
Beat 4: The Dramatic Turn (5 minutes)
- Something dramatic happens
- Option A: The equation activates, showing a vision of Tiamat
- Option B: Cultists attack, trying to destroy the evidence
- Option C: The equation reveals a hidden message or location
- Option D: The magic backlashes, causing damage or transformation
- 4th Wall Break: Campfire: “And that’s when everything went wrong.”
- Flashback: Chaos erupts
Player Opportunities:
- Players control mages to investigate
- Solve puzzles or interact with the magic
- Discover connections to main plot
- React to dramatic events
- Use 4th wall breaks to guide the memory or add context
4th Wall Break Examples:
- Campfire: “I think we’re remembering this wrong - the vision came first, then we figured out the connection.”
- Flashback: Scene shifts slightly
- Campfire: “Actually, [NPC] was the one who got hurt, not [other NPC].”
- Flashback: Different character reacts to the magic
Transition: Cut back to campfire after dramatic moment
Scene 7: Return to Campfire - Processing (5-10 minutes)
DM Notes:
- Party processes what they learned/discovered
- Reflect on the significance
- Natural conversation
Conversation Beats:
Smash Cut Return to Campfire: “The equation’s glow fades, the mages’ voices grow distant, and…”
SMASH CUT: “The rustle of parchment becomes the crackle of firewood.”
“The cold magical light becomes the warm firelight.”
“The scent of arcane dust becomes the smell of woodsmoke and night air.”
“You’re back. The memory fades, leaving you with the weight of what you discovered. The fire seems dimmer now, the stars more distant. In the distance, something roars - but you choose to ignore it, just for a moment longer.”
Processing Conversation:
- Lady Dala Silmerhelve: “That was when we knew. When we truly understood what we were facing.”
- Lady Silverhand: “The Cult had been planning this for longer than we thought.” (perhaps sharing a meaningful look with Hawthorne)
- Player/NPC: “And they were willing to experiment with dangerous magic to do it.”
- Another: “It makes sense now. All the pieces fit together.”
Reflection Prompts:
- “How does this change your understanding of what’s coming?”
- “Does anyone want to share what they’re thinking?”
- “What does this mean for tomorrow?”
Optional Deeper Discussion:
- Players can discuss the implications
- NPCs can share concerns or insights
- Build tension for the upcoming battle
- Allow for character moments
Transition: Lady Silverhand makes an observation about the party’s appearance
Scene 8: The Big Reveal - Lord Neverember’s Reaction (15-20 minutes)
The Setup:
- Lady Dala Silmerhelve laughs: “You all look so different when you’re not dressed in that fancy winter gear!”
- This triggers Lord Neverember’s realization
- Note: This is a good moment for subtle romantic tension between Lady Silverhand and Hawthorne - perhaps she looks at him when she says this, or he catches her eye
Battlefield Reminder: “A particularly loud roar echoes in the distance - closer than before. Someone flinches. Someone else deliberately turns their attention back to the fire. Tonight is for memories. Tomorrow is for fighting.”
DM Notes:
- Lord Neverember realizes the party spent thousands of gold on “the fanciest winter gear”
- He had assumed they spent it on something else (DM to invent - perhaps weapons, supplies, bribes, etc.)
- He “starts spitting feathers” - dramatic, comedic overreaction
- Creates a funny, memorable ending
Conversation Beats:
The Setup: “The mood lightens slightly. Dala looks around at the group, a small smile playing on her lips.”
Lady Dala Silmerhelve’s Observation:
- “You know, you all look so different when you’re not dressed in that fancy winter gear.” (chuckles, making eye contact with Lord Neverember)
- “I almost didn’t recognize you without all those furs and silks.”
- “You looked like you were going to a royal ball, not preparing for battle.”
The Realization:
- Lord Neverember: “Wait… what winter gear?” (confused)
- Lady Dala Silmerhelve: “Oh, you know. The expensive outfits they bought. All that gold they spent on looking fashionable.” (smiling, perhaps at Hawthorne)
- Lord Neverember: “They… they spent the money on… CLOTHES?” (voice rising)
- Another NPC: “Very nice clothes, to be fair. Very warm.”
Lord Neverember’s Outrage:
What He Thought They Spent It On:
- [DM to decide based on context - suggestions:]
- Military equipment and weapons
- Information/bribes for the Cult
- Emergency supplies for Waterdeep
- Something more “practical” and “necessary”
His Reaction:
- Lord Neverember: “I authorized THOUSANDS of gold! I thought you were buying… I don’t know, siege weapons! Magical defenses! Something USEFUL!”
- Lord Neverember: “But NO! You spent it on… on… FANCY WINTER CLOTHES?” (sputtering)
- Lord Neverember: “Do you have any idea how many soldiers I could have equipped with that money? How many weapons? How many…” (trails off, shaking head)
- Lord Neverember: “I thought you were being strategic! I thought you had a plan! But you just… you just wanted to look NICE?”
Player Defense/Response:
- Players can defend their choices
- Possible Responses:
- “We needed to blend in!”
- “It was cold! We were going to the Sea of Moving Ice!”
- “Fashion is important for morale!”
- “We look good, don’t we?”
- “It was an investment in our image!”
The Comedy:
- Other NPCs can react
- Lady Silverhand: “Oh, calm down, Dagult. They look very nice.” (amused, perhaps with a meaningful glance at Hawthorne)
- Serela (Lady Silverhand’s Aide): “I have to admit, the outfits were… impressive.” (perhaps also looking at Lady Silverhand, creating a subtle triangle moment)
- Lady Dala Silmerhelve: “Fashion and function can coexist, Lord Neverember.”
- Allow for banter and laughter
- Build to a comedic peak
- Note: This is a good moment for the romantic tension - Hawthorne, Lady Silverhand, and Serela all aware of the unspoken feelings
4th Wall Break Opportunities:
- Campfire: “Actually, I think he was more upset about the hats.”
- Flashback: Scene shifts to show elaborate hats
- Campfire: “We should have told him about the matching boots.”
- Flashback: Everyone looks down at their boots
The Resolution:
- Lord Neverember eventually calms down (or doesn’t)
- Players can smooth things over (or make it worse)
- End on a comedic note
- Possible Ending: Lord Neverember muttering about “wasteful adventurers” while others laugh
Player Opportunities:
- Players can defend their choices
- Roleplay the awkward/funny situation
- Interact with Lord Neverember’s outrage
- Use 4th wall breaks to add to the comedy
- End on a comedic note
Session Conclusion
Ending Tone: Light, comedic, with underlying tension of upcoming battle
DM Notes:
- Wrap up the fireside chat naturally
- Allow players to reflect
- Set up that more fireside chats will come
- Transition back to main story when ready
Key NPCs Reference
Tim (General Goods Merchant)
- Small-town Waterdeep trader
- Favorable relationship with party (gives discounts)
- Has been stockpiling dragon-slaying items
- “Doomsday prepping” mentality
Lady Silverhand (Laeral Silverhand)
- Major faction leader, member of the Council of Waterdeep
- Portrayed as younger (late 20s/early 30s) but extremely powerful
- Present at campfire
- Has romantic tension with Hawthorne (PC) - they have feelings for each other but she knows she cannot act on them “not anymore”
- Makes observation about winter gear
- Note: There’s a “will they won’t they” dynamic between Hawthorne, Lady Silverhand, and Serela (her aide) - both Hawthorne and Serela want Lady Silverhand’s attention, and Lady Silverhand has feelings for Hawthorne but cannot pursue them
Lady Dala Silmerhelve
- Member of House Silmerhelve, political face of her house
- Acts as an agent for the Arcane Brotherhood
- Present at campfire
- Brings up the magic puzzle/equation
- Has connections to the Arcane Brotherhood and acts as their representative
- Skilled politician with godly charm
High Harper Althaea Moonshadow
- Wood Elf, Bard (College of Lore), High Harper
- Present at campfire
- Voice of the Harpers faction
- Passionate about freedom and justice
- Maintains close but private relationship with Lady Silverhand
- Known for her musical talents and coded messages
- Has watched many journeys unfold - speaks with the weight of experience
- Acts as surrogate mother/mentor to many Harper agents
Lord Neverember
- Council member
- Oversaw the budget the party spent
- Expected practical spending
- Will have dramatic reaction to discovering the truth
Nyx
- Party member
- Has dramatic reaction to prices at Tim’s
- Becomes a running joke
Serela
- Lady Silverhand’s aide
- Part of the romantic tension triangle with Hawthorne and Lady Silverhand
- Also has feelings for Lady Silverhand and wants her attention
Story Threads Covered
- ✅ Tim’s General Goods shopping experience
- ✅ The magic puzzle at the University
- ✅ Lord Neverember’s reaction to overspending
Story Threads Remaining (for future sessions)
- Hawthorne’s love interests (Ray, Verith)
- The wizard that owes Snapping gold
- The Merrick twins bounty
- Nyx’s parentage (mystery)
- The beholder in the Yawning Portal
- The orphanage in Phandalin
- The stolen mining company wages
- The Phandalin mayoral election
DM Tips
General Tips
- Pacing: Keep scenes moving. If players linger, gently guide with NPC prompts
- Tone Balance: Mix comedy (Nyx’s reaction, Neverember’s outrage) with mystery (magic puzzle)
- Player Agency: In flashbacks, give players control to shape what happened
- Transitions: Use natural conversation to move between campfire and flashbacks
- Flexibility: Adjust timing based on player engagement and interest
Smash Cut Tips
- Build the Threat: Subtly mention battlefield sounds throughout - don’t overdo it, but keep it present
- Sensory Morphing: Use the pattern: “The [battlefield sound] becomes the [memory sound]”
- Contrast: Emphasize the difference between threat (loud, harsh, metallic) and memory (warm, soft, familiar)
- Character Choice: Make it clear the characters are choosing to ignore the threat, focus on memories
- Reverse Cuts: When returning, reverse the morphing - memory sounds become battlefield sounds
- Don’t Overuse: Use smash cuts for major transitions, not every scene change
- Let It Breathe: After a smash cut, give players a moment to orient themselves in the new scene
Conversation Beat Tips
- Use the provided beats as starting points - don’t feel locked into exact wording
- Let players interrupt and interject - the beats are prompts, not scripts
- Follow player interest - if they want to explore something, let them
- NPCs can initiate conversations - use them to guide the flow
- Allow for silence - sometimes a pause adds weight to a moment
4th Wall Break Tips
- Encourage players to use it - remind them they can comment from the campfire
- Make it feel natural - don’t force it, but welcome it when it happens
- Let flashback characters react - they can be confused, amused, or annoyed
- Use it for corrections - “That’s not how I remember it” moments
- Use it for comedy - “Wait, I think you’re making yourself look cooler than you were”
- Don’t overuse it - let it happen organically, not in every scene
- Blur the lines - sometimes the “campfire” comment can influence the flashback
- Have fun with it - this is a unique narrative device, embrace the weirdness