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What really made it work was the foreshadowing.
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"Agent Earl's mind is like a diamond, cold and hard and brilliant." - Agent CooperYet, in other scenes, he's a frothing madman. For a while he's hard to wrap our brains around - his faculties are immense, how could such a genius fall so low? Then we see an old film clip that gives us insight into how he became what he is. It doesn't summarize it up neat and pat, but it gives us a really good clue and then lets the intuitive leap be our own. I love that, how it doesn't show the scene in which he turned to evil, but it does give us the clues to figure out when and how it happened, and that it's years earlier than the main character ever imagined. To figure out the show you have to turn off the TV and think about it. Genius foreshadowing and conceptualizing, wedded to a mastercraft execution. That plot is one of the premiere achievements of modern society, I kid you not. It's well worth sitting through the whiny James-and-Donna subplots to get there. And don't worry, nothing I've said here will spoil the viewing experience for you.
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When GMing, I'm in it for the long haul. First, I endeavor to figure out what's happening in the "reality" of the setting, and figure out where I'm going. Then I foreshadow like crazy. When I pull off a big reveal, I want it to feel like Windom Earle's end-game, where you look back and realize that clues and hints were hidden throughout every episode. I've achieved it a few times (poor Narwhal) and had some really close failures that were highly enjoyable for the efforts (poor Kelly and Kail) so I'll never stop aspiring. Those were the games that we'll still be talking about years from now.
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