Scene framing is one of the most fundamental, yet often overlooked, skills in tabletop roleplaying games. At its core, scene framing means setting the stage: deciding where the characters are, who is present, and what is happening in the moment. It is the game master’s constant responsibility, and doing it well can make the difference between a good session and a bad one. A sharply framed scene pulls players into the fiction, while a weakly framed one leaves them drifting without purpose.
Strong scene framing relies on clarity, immediacy, and atmosphere. The best frames provide sharp and evocative imagery, often built on sensory detail that players can easily latch onto. They also introduce immediate tension—something is already happening as the scene begins. This gives players momentum and something to respond to, avoiding the dreaded lull of “what now?” By contrast, weak framing is vague and lifeless. Dropping players into a generic setting without hooks—“you arrive in the village, what do you do?”—does little to inspire action or emotion.
Game masters can use two broad approaches to frame their scenes effectively. The first is confident authority. This style means framing boldly, trusting your instincts, and not being afraid to move the action forward quickly. Cut into the scene late, when the drama is already unfolding, and cut out early before the energy lingers too long. Skip the filler and press the pace. Feedback can be gathered afterward, but in the moment, decisive framing keeps the story moving.
The second approach is shared framing, which opens the door for player contributions. Here the GM pauses mid-description and invites players to “paint the scene.” By asking what details they notice, how the environment feels, or what background features stand out, the GM creates a collaborative, writers’ room atmosphere. This style distributes the creative load, strengthens player investment, and often produces details the GM would never have imagined alone.
Ultimately, scene framing is both craft and collaboration. Whether leaning on confident authority or shared storytelling, the aim is the same: to create vivid, compelling situations that draw players in and propel the game forward. When done well, framing is invisible yet powerful—it anchors every moment of play.
1. Start With Purpose
Ask yourself: What is this scene for?
- Advancing a threat? Begin on a crisis.
- Exploring a relationship? Start mid-conversation or at a tense pause.
- Investigating a mystery? Begin at the moment of discovery or doubt.
- Pacing a score? Cut to action or flashback; skip the preamble.
For example, don’t start with, “You walk to the tavern.” Instead say, “You’re already seated across from the mob boss. He hasn’t smiled once. He slides something across the table wrapped in bloodstained velvet.”
2. Cut In Late, Leave Early
Steal from film and TV—skip the dull parts. Don’t ask “what do you do next?” after downtime unless something external is forcing a decision. The players will tell you if you’ve gone too far and there are extra scenes they were hoping to do.
- Use hard cuts: “Three days later, the bodies are found.”
- Use smash-cuts: “The vault explodes. Smoke fills your vision. You’re inside.”
Don’t ask, “Do you want to meet the contact?” Instead: “You’re already in their office—what did you bring to offer as leverage?”
3. Always Introduce Pressure or Temptation
Scenes should have momentum. Ask:
- Who wants something now?
- What is about to go wrong?
- What must they act on immediately?
Instead of, “You meet with your Whisper contact,” try:
“Your Whisper contact stares at the broken spirit jar, then you. ‘You brought this into Brightstone? Do you know what you’ve done?’”
4. Frame With the Fiction, Not the Mechanics
Avoid leading with “Do you want to roll Survey?” Instead, paint a vivid moment:
- “The office is silent. Dust still hangs in the air from a quick exit. What’s the first thing you check?”
- “She hasn’t stopped smiling since she saw you. Why does it make your skin crawl?”
Let the players name actions after the fiction is set.
5. Use Environmental Detail to Set Mood
Doskvol is a living, haunted city. In Blades, mood is as important as plot.
- Fog curls like fingers under the door.
- The glassware hums faintly with residual ghost energy.
- The only light is a sputtering gas lamp and a flickering spirit ember.
Sensory prompts create texture—and make the city real.
6. Ask Provocative, Leading Questions
Engage players in worldbuilding through framing. Ask:
- “Why do you recognize the corpse?”
- “What rumor about this building just became horribly true?”
- “Which of your enemies would have the gall to leave a calling card here?”
This draws on PbtA’s core principle: Play to find out what happens.
7. Use Scene Transitions to Reinforce Momentum
When a scene ends, cut decisively. Don’t ask “What now?”—instead:
- “We cut to…”
- “The next morning…”
- “You return home to find…”
Transitions make play feel cinematic and intentional.
8. Zoom the Camera as Needed
Scene framing includes scale:
- Wide shot: City skyline choked in ash—set the tone.
- Mid shot: A group gathered around a smuggler’s map—set tension.
- Close-up: A trembling hand on a pistol grip—spotlight emotion.
Zoom in when the stakes or drama peaks.