Grim... wrote:
More tricky would be that the players pretty much know what to do, don't they?
That's what I mean. Except it's worse than that -- how do you steer the players back on track if they do something different to what you expect? Any attempt to impose plot on an RPGs is fundamentally incompatible with player agency, and player agency is the whole damned ballgame. You can have very carefully hidden rails, sometimes, but if the players notice -- even subconsciously -- you risk them disengaging with the game. And it's even harder than usual to hide the rails when they're running along a film the players probably know.
(Having said that, that's not to say it's not good fodder for a podcast, of course, especially as the players will be in on it. And it could work if you concentrate more on using the setting and characters of the movie, and not the actual plot. It'd be tough to pull off though.)