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I made a boboo...
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<blockquote data-quote="Shiroiken" data-source="post: 6551528" data-attributes="member: 6775477"><p>There are three ways to end a session:</p><p></p><p>Cliffhanger - you end at the beginning of an Encounter</p><p>Open - you end between Encounters, but mid-adventure; or you end an adventure with open plot hooks for other adventures</p><p>Closed - you end at the end of an adventure with no open plot hooks</p><p></p><p>Cliffhangers keep people excited, but are IMO way overused. It give little level of suspense, since you have a very strong idea of what's about to happen. However, this can give players an opportunity for strategic planning.</p><p></p><p>Open is really good, because players might spend the week trying to figure out what they want to do next. Used regularly, the players remain engaged, even if they're plans don't always come to fruition, as they are just delayed.</p><p></p><p>Closed is useful on occasion to allow players the satisfaction of a job well done. The anticipation of the next session is simply wanting to know what new adventure awaits them.</p><p></p><p>TLDR: it's always good to have a few unresolved plot hooks floating about, but every now and then either use a cliffhanger or just let the players revel in their victory.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6551528, member: 6775477"] There are three ways to end a session: Cliffhanger - you end at the beginning of an Encounter Open - you end between Encounters, but mid-adventure; or you end an adventure with open plot hooks for other adventures Closed - you end at the end of an adventure with no open plot hooks Cliffhangers keep people excited, but are IMO way overused. It give little level of suspense, since you have a very strong idea of what's about to happen. However, this can give players an opportunity for strategic planning. Open is really good, because players might spend the week trying to figure out what they want to do next. Used regularly, the players remain engaged, even if they're plans don't always come to fruition, as they are just delayed. Closed is useful on occasion to allow players the satisfaction of a job well done. The anticipation of the next session is simply wanting to know what new adventure awaits them. TLDR: it's always good to have a few unresolved plot hooks floating about, but every now and then either use a cliffhanger or just let the players revel in their victory. [/QUOTE]
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