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General Tabletop Discussion
*Dungeons & Dragons
Creating good session stopping points
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<blockquote data-quote="iserith" data-source="post: 6511212" data-attributes="member: 97077"><p>Haha, that is an excellent analogy!</p><p></p><p></p><p></p><p>I'm not overly familiar with these adventures, but from the sounds of it, it sounds like things are fairly static on the NPC/monster side. I recommend making some "moves" against the characters at the end of each session if you need to. The obvious move is having someone kick in the door and threaten the PCs for something they did earlier in the game, but I'm sure you can think of others that'll be more appropriate to the situations that are currently unfolding in your game.</p><p></p><p></p><p></p><p>I always have a firm end time in mind when it comes to a session. My weekly Thursday session, for example, runs from 10 pm to midnight Eastern. Come 11:45 pm or so, I'm looking for an "out." If I find it early, I take it. Otherwise, I make a "move" to end on a cliffhanger of some kind, even if I have to do it "off-camera" by showing a cut scene that the players can see but the characters don't. This helps setup the action for the next game and leaves opportunities for the players to engage in a little dramatic irony which can be a lot of fun. I never feel bad when ending a session, even a little earlier than normal - I think it's a good policy to always leave the players wanting more.</p><p></p><p>If you'd like to see some of the ways I've ended sessions with cliffhangers, check out my <a href="http://www.enworld.org/forum/showthread.php?411435-Actual-Play-Transcripts" target="_blank">actual play transcripts</a>. I've got three session's worth up. Skip to the end of each and see how I do it in practice.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="iserith, post: 6511212, member: 97077"] Haha, that is an excellent analogy! I'm not overly familiar with these adventures, but from the sounds of it, it sounds like things are fairly static on the NPC/monster side. I recommend making some "moves" against the characters at the end of each session if you need to. The obvious move is having someone kick in the door and threaten the PCs for something they did earlier in the game, but I'm sure you can think of others that'll be more appropriate to the situations that are currently unfolding in your game. I always have a firm end time in mind when it comes to a session. My weekly Thursday session, for example, runs from 10 pm to midnight Eastern. Come 11:45 pm or so, I'm looking for an "out." If I find it early, I take it. Otherwise, I make a "move" to end on a cliffhanger of some kind, even if I have to do it "off-camera" by showing a cut scene that the players can see but the characters don't. This helps setup the action for the next game and leaves opportunities for the players to engage in a little dramatic irony which can be a lot of fun. I never feel bad when ending a session, even a little earlier than normal - I think it's a good policy to always leave the players wanting more. If you'd like to see some of the ways I've ended sessions with cliffhangers, check out my [URL="http://www.enworld.org/forum/showthread.php?411435-Actual-Play-Transcripts"]actual play transcripts[/URL]. I've got three session's worth up. Skip to the end of each and see how I do it in practice. Good luck! [/QUOTE]
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Creating good session stopping points
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