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Experience Point: Pacing, Pacing, Pacing
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<blockquote data-quote="Rel" data-source="post: 7650060" data-attributes="member: 99"><p>Actually I find things tend to be easier for campaign play than one-shot games, Umbran. In a campaign I'm actually fine with any of those situations you describe and my players seem to feel the same way.</p><p></p><p>If we end just after "up-tempo action" then it feels like we reached a conclusion. Sometimes we even try to handle some minutiae between sessions so we don't have as much downtime leading into the next session. Either way, as with your group, this outcome is fine.</p><p></p><p>If the end of the session is arriving as the players are about to enter that action then I try to highlight the peril and uncertainty. Bam! We've got a cliffhanger ending! Everybody knows that the next session is going to start with rolling for initiative.</p><p></p><p>If I find that I need to call the game in the middle of the action (this is pretty rare) then I try to have a cliffhanger in the middle of combat. Something like reinforcements arrive for the bad guys. Or that's when the villain pushes the button that activates the bomb or whatever. As long as there has been some kind of game changer that amps up the tension and makes it feel like the next session will be more than simply a mop up.</p><p></p><p>The cliffhangers do tend to mean that you know a little less about where the PC's go from there. But since my system of choice these days is Savage Worlds (which also powers Deadlands) I don't find that to be a major issue. I can adapt pretty well on the fly with that system if I even have the vaguest idea about what direction the PC's might take.</p></blockquote><p></p>
[QUOTE="Rel, post: 7650060, member: 99"] Actually I find things tend to be easier for campaign play than one-shot games, Umbran. In a campaign I'm actually fine with any of those situations you describe and my players seem to feel the same way. If we end just after "up-tempo action" then it feels like we reached a conclusion. Sometimes we even try to handle some minutiae between sessions so we don't have as much downtime leading into the next session. Either way, as with your group, this outcome is fine. If the end of the session is arriving as the players are about to enter that action then I try to highlight the peril and uncertainty. Bam! We've got a cliffhanger ending! Everybody knows that the next session is going to start with rolling for initiative. If I find that I need to call the game in the middle of the action (this is pretty rare) then I try to have a cliffhanger in the middle of combat. Something like reinforcements arrive for the bad guys. Or that's when the villain pushes the button that activates the bomb or whatever. As long as there has been some kind of game changer that amps up the tension and makes it feel like the next session will be more than simply a mop up. The cliffhangers do tend to mean that you know a little less about where the PC's go from there. But since my system of choice these days is Savage Worlds (which also powers Deadlands) I don't find that to be a major issue. I can adapt pretty well on the fly with that system if I even have the vaguest idea about what direction the PC's might take. [/QUOTE]
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