How should I, the going to GM, handle cutscenes, how does your group do it?
Say I have a series of events along a 30sec up to a 1min timeframe that I need to unfold in front of the characters, but I might run risk of them trying to intervene in unforeseen ways that might botch up the scene.
Or I might have to take control of them for a short duration, be it for just simple stuff like letting their gazes wander to specific places.
Say I say they feel an itch on their arm. Can I, in one fluent narrative motion, just assume that they're going to check it and just go on describing that they're rolling up their sleeve to get to the source of the itch, taking away the option of them ignoring it?
Or in a more severe case, I'd need someone to get dramatically murdered in front of everybody, without having a super-agile character interrupting, pointing out in frustration that he should have a shot in interfering (this one bothers me most).
I was wondering if I should agree with my players for allowing me a couple cutscenes per adventure, where they're giving full control to me. In return I'd try to deliver on nice, dramatic descriptions (I'm a good reader/performer), possibly accompanied with music, which could add to the experience. Say for transitions, or character development.
These cutscenes would be triggered when the players reach a milestone, and so could be a good indicator of their progress. But I don't want to railroad too hard, so what should I look out for?