Let 'em Dangle

Don't end a game play with a resolution. The player might think you've got nothing more for him/her and might not want to play again. The adventure is over. A typical place to end might be going to bed. Well, unless that character has been shot in the back and is being operated on, there's no suspense and no anxiety in the player. He/she will not be all that excited for the next game play to come around. Then all the spirit is gone and it's not fun anymore. The player has to have something to look forward to.

On that note, I'll use an example from real life. If you're watching TV and at the commercial break there seems to be nothing exciting happening do you change the channel or walk away? Usually TV shows cut away for a commercial break when they reach some kind of climax, typically when the problem is introduced and when their solution has succeeded (or failed).

So, here's my advice: end at a climactic time and place. End the game play with a character getting thrown in jail, giving them time to think about how they want to escape. End it with a ship wreck in an ocean with giant man-eating sea horses circling them. End a game play with a big explosion. That always ticks 'em off. They don't know how many limbs they'll have to replace with cybernetic parts. Some may hope for cybernetic parts. Some might want to die so they can make another character. Some may say, "When I come outta this I'm coming after you and this GM character and that one and you...." Your players will plan with each other or taunt each other until the next game play, depending on how you end it. It's so fun!

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