|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
GameMastery Guide
/
Running a Game
/
How to Run a Game
/
The Art of GMing
/
Narrative Techniques
Flashbacks
Source
GameMastery Guide pg. 32
Like cut scenes, flashbacks pause the action to show the party pertinent information from another time. The best use of a flashback is usually one of the exact same location, but much earlier. The sight of blood on a throne room floor might trigger a flashback to a murder scene, or a magical phrase spoken by the vizier might kick off the memory of a fight to bind a genie.
Better still, the flashback could feature the PCs as earlier heroes whose failure led to the present calamity: the tomb raiders who set loose the Lich Lord, or even guards who failed as the prince was assassinated. Above all, keep it short—flashbacks have very specific uses, and a single scene in this style is usually plenty to get the point across.