Brennan makes a good point in cooldown about the DM Talking To Themself type of scene that you get with a large council or a bunch of present NPCs being kind of difficult, and I think you can have this sort of scene, and other big cinematic setpieces, in D&D or similar games, but in addition to being careful about making them relatively infrequent, you need to do one of the following:
The first option is to make it something where your player characters have a lot of opportunities to intervene with very clear and immediate results. The play is a little bit like this. There's tons of moving parts, and Brennan is playing Lash, Olgud, all the fairies, Vokjan Murzat, the Candescent Creed, Hannan, and the audience. However, everyone has plenty of opportunities to act and participate and the impact of that is immediate. Murray gets the fairies to bother the Candescent Creed. Hal is constantly able to help out with the play. Thaisha is able to choose to head to the Creed, and uses Call the Corners in a climactic moment, and Vaelus feels the Stone of Nightsong and both she and Azune are able to see more than most people in this moment. It's a largely NPC action scene, but the PCs are constantly influencing it and are rewarded very quickly for those choices, which is important - this is not a situation where you can play the long game.
The second option is for the scene to be a culmination of longterm character work. The Sundered Houses meeting is that. Einfasen's testimony is ultimately the result of extensive work from many characters (most of whom aren't present due to West Marches, but would be in a more traditional campaign and are present as the audience). The Seekers and Schemers both laid the groundwork for House Einfasen to be able to make his accusations, and Wick's work with his grandmother allowed him to be there in her good graces. We gain some information from the scene to be sure, but a lot of it serves as the payoff from those arcs. The characters already did their influencing, and the scene serves to honor that.
In both cases, what's most important is that the scene cannot feel like a cutscene in which the players have little stake. It can't go on too long without player involvement anyway, as attention spans are finite, but if it's a culmination, the DM has earned some degree of grace and the players will feel invested. It's something they brought about through past play, and that feels good! It also can't allow them to act but keep the results hidden. It really needs to be giving the players some form of gratification the whole time, whether it's for what they have just done, or what they did previously.
























