I don't act like that. I believe that you are missreading me, as Tony did when I've said that D&D isn't a high stakes game. As i've said three times now, cliffhangers aren't the issue, is the MEANINGLESS cliffhangers and the delaying of a climax forever. I've even quoted the Marvel DCU as a proper way to build cliffhangers: each movie or episode of a show has its own climax and then construct a cliffhanger with a twist of the plot, or the introduction of a new conflict. Only the last episodes of a season delay a bigger climax for a To Be Continued, but even them they have a climax of its own, see the Marvel Agents of SHIELD to see what I'm saying. And the DMG explicitly says that each adventure should have a climax and equate adventures to episodes! What I'm saying, again this for the fourth time, it's that its DIFFICULTIER to build a climax if the party has most of its resources available! That's why it is important the Adventuring Day. If it weren't, there wouldn't be one.
And I've already acknowledge that. I've said that the Adventuring Day is a modern construction but the narrative structure of an adventure or session isn't.
What I don't understand is how you can quote an episodic TV show (which has episode ups/downs/climaxes) and then don't see the correlation of an episode to a gaming session.
From a goal perspective, they're the same. I've gotten a lot of ideas for pacing and having "episodes" that have nothing to do with the main "plot" (or do they?) from TV.