<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: It&#8217;s Getting Late: Seven Ways to Stop Playing Before the End of an Adventure</title>
	<atom:link href="http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure</link>
	<description>The Game Mastering Blog</description>
	<lastBuildDate>Sat, 11 Feb 2012 00:00:43 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6407</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Wed, 24 Jun 2009 00:12:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6407</guid>
		<description>&lt;a href=&#039;#comment-6235&#039; rel=&quot;nofollow&quot;&gt;@LesInk&lt;/a&gt; - OK, that approach I&#039;ve never heard of -- what a cool idea!

&lt;a href=&#039;#comment-6236&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - We have that problem in my group, too (maybe in all groups). I&#039;m usually the problem, though it&#039;s not ALWAYS me asleep at the wheel. ;-) I have no idea how to handle this -- Island Design Theory, maybe?

&lt;a href=&#039;#comment-6238&#039; rel=&quot;nofollow&quot;&gt;@Rafe&lt;/a&gt; - I&#039;d never considered stopping sooner and padding things with something less involved -- that&#039;s an excellent idea!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6407&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6235' rel="nofollow">@LesInk</a> &#8211; OK, that approach I&#8217;ve never heard of &#8212; what a cool idea!</p>
<p><a href='#comment-6236' rel="nofollow">@Scott Martin</a> &#8211; We have that problem in my group, too (maybe in all groups). I&#8217;m usually the problem, though it&#8217;s not ALWAYS me asleep at the wheel. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  I have no idea how to handle this &#8212; Island Design Theory, maybe?</p>
<p><a href='#comment-6238' rel="nofollow">@Rafe</a> &#8211; I&#8217;d never considered stopping sooner and padding things with something less involved &#8212; that&#8217;s an excellent idea!
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6407','Martin Ralya'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nicholas</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6259</link>
		<dc:creator>Nicholas</dc:creator>
		<pubDate>Thu, 11 Jun 2009 16:02:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6259</guid>
		<description>It really depends on the game. With D&amp;D I never have a problem calling at the end of a fight or in the middle of the plot. Usually I can time it well enough so that I don&#039;t have to. When I run Call of Cthulhu, we always end up playing through to the bitter end at 2AM. It&#039;s hard to tell how long a CoC game will take before you start playing it and breaking in the middle really wrecks the feel.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6259&#039;,&#039;Nicholas&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It really depends on the game. With D&amp;D I never have a problem calling at the end of a fight or in the middle of the plot. Usually I can time it well enough so that I don&#8217;t have to. When I run Call of Cthulhu, we always end up playing through to the bitter end at 2AM. It&#8217;s hard to tell how long a CoC game will take before you start playing it and breaking in the middle really wrecks the feel.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6259','Nicholas'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6238</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Tue, 09 Jun 2009 19:07:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6238</guid>
		<description>I try to avoid this issue by asking up front: &quot;Does anyone have issues playing past X o&#039;clock?&quot;  If the answer is yes, I&#039;ll keep that in mind and aim short of that (knowing that we&#039;d go over if I aimed for the exact time).

Something else that can be done is to end a bit earlier, at a good stopping point (it makes sense, it&#039;s a cliffhanger, whatever) and do a recap or receive feedback (and give feedback).

For instance, in Burning Wheel, we&#039;d stop even earlier than planned for and do a small Trait vote or alter Beliefs and Instincts based on recent occurences in-game.  Those sorts of things give you an additional time buffer so it isn&#039;t GO-STOP!.

A lot of RPGs have other mechanisms in the game that can be used to fill in a bit of time if needed.  Those sorts of things help you hit a good point to end the session, allows a bit of necessary &quot;book-keeping&quot; and also stops you from spilling into overtime.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6238&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I try to avoid this issue by asking up front: &#8220;Does anyone have issues playing past X o&#8217;clock?&#8221;  If the answer is yes, I&#8217;ll keep that in mind and aim short of that (knowing that we&#8217;d go over if I aimed for the exact time).</p>
<p>Something else that can be done is to end a bit earlier, at a good stopping point (it makes sense, it&#8217;s a cliffhanger, whatever) and do a recap or receive feedback (and give feedback).</p>
<p>For instance, in Burning Wheel, we&#8217;d stop even earlier than planned for and do a small Trait vote or alter Beliefs and Instincts based on recent occurences in-game.  Those sorts of things give you an additional time buffer so it isn&#8217;t GO-STOP!.</p>
<p>A lot of RPGs have other mechanisms in the game that can be used to fill in a bit of time if needed.  Those sorts of things help you hit a good point to end the session, allows a bit of necessary &#8220;book-keeping&#8221; and also stops you from spilling into overtime.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6238','Rafe'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6237</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Tue, 09 Jun 2009 18:40:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6237</guid>
		<description>But we can&#039;t quit now. We have only one ... more ... room to go! :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6237&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>But we can&#8217;t quit now. We have only one &#8230; more &#8230; room to go! <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6237','Troy E. Taylor'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6236</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 09 Jun 2009 18:17:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6236</guid>
		<description>I like most of the above options, but my problem is a little different. We play on Friday nights, and the week of work can leave a few players exhausted. While they&#039;re game for a while, they often start drifting-- though at unpredictable times.

We&#039;ll often continue for a while per #5 (short handed, semi-ignoring the snoozing person), but it&#039;s really lackluster. It&#039;s very hard to plan for, since there are nights everyone&#039;s good for playing past 1 am, while other nights players start dropping as early as 9 pm. Having someone asleep really makes struggling on to the next good stopping point (#3) tough-- particularly if their character&#039;s necessary before the next stopping point.

Other than &quot;make your game more interesting&quot; ;) what&#039;s a good way to deal with the situation?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6236&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like most of the above options, but my problem is a little different. We play on Friday nights, and the week of work can leave a few players exhausted. While they&#8217;re game for a while, they often start drifting&#8211; though at unpredictable times.</p>
<p>We&#8217;ll often continue for a while per #5 (short handed, semi-ignoring the snoozing person), but it&#8217;s really lackluster. It&#8217;s very hard to plan for, since there are nights everyone&#8217;s good for playing past 1 am, while other nights players start dropping as early as 9 pm. Having someone asleep really makes struggling on to the next good stopping point (#3) tough&#8211; particularly if their character&#8217;s necessary before the next stopping point.</p>
<p>Other than &#8220;make your game more interesting&#8221; <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  what&#8217;s a good way to deal with the situation?
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6236','Scott Martin'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6235</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Tue, 09 Jun 2009 17:04:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6235</guid>
		<description>How about this option for when you are in mid combat: Overtime Rules!

Have a modified version of the combat rules such that everything goes faster.  A simple idea:  double damage on all hits, monsters included.

In fact, as a side note, I&#039;ve been tempted to speed up all 4E D&amp;D games by halving monster (but not players) hit points and doubling the damage they do.  Warning: I have not had a chance to test out this probably oversimplified scenario.  This also assumes that most monsters will still take a few hits to knock down even at this rate.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6235&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>How about this option for when you are in mid combat: Overtime Rules!</p>
<p>Have a modified version of the combat rules such that everything goes faster.  A simple idea:  double damage on all hits, monsters included.</p>
<p>In fact, as a side note, I&#8217;ve been tempted to speed up all 4E D&amp;D games by halving monster (but not players) hit points and doubling the damage they do.  Warning: I have not had a chance to test out this probably oversimplified scenario.  This also assumes that most monsters will still take a few hits to knock down even at this rate.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6235','LesInk'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: peter</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6234</link>
		<dc:creator>peter</dc:creator>
		<pubDate>Tue, 09 Jun 2009 16:40:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6234</guid>
		<description>In our midweek roleplay we always stop between 11 and 12. so I know that around 11 i have to start working towards a stopping point. the good thing is that I know when I&#039;m writing my adventures, that they will nog be played out in one session, so I write in stopping points from the start.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6234&#039;,&#039;peter&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In our midweek roleplay we always stop between 11 and 12. so I know that around 11 i have to start working towards a stopping point. the good thing is that I know when I&#8217;m writing my adventures, that they will nog be played out in one session, so I write in stopping points from the start.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6234','peter'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6233</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Tue, 09 Jun 2009 15:32:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6233</guid>
		<description>If I think the group can finish an encounter with an extra 30 minutes of play, then I usually try to let things roll along towards a more natural breaking point. If not, then cliffhangers are a great way to delay the start of a combat encounter. Not only does it create suspense and anticipation for the next session, but it allows the next session to open with excitement. It works more often than not.

I think that ending right in the middle of a combat encounter is about as bad a way to wrap up a session as it gets. Why? Because it is awfully hard to remember what happened the session before, particularly in fiddly details about a specific fight. And lord help you if the GM lost his notes concerning intitiative order and what the status of everything was when you ended off.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6233&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>If I think the group can finish an encounter with an extra 30 minutes of play, then I usually try to let things roll along towards a more natural breaking point. If not, then cliffhangers are a great way to delay the start of a combat encounter. Not only does it create suspense and anticipation for the next session, but it allows the next session to open with excitement. It works more often than not.</p>
<p>I think that ending right in the middle of a combat encounter is about as bad a way to wrap up a session as it gets. Why? Because it is awfully hard to remember what happened the session before, particularly in fiddly details about a specific fight. And lord help you if the GM lost his notes concerning intitiative order and what the status of everything was when you ended off.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6233','BryanB'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6231</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Tue, 09 Jun 2009 12:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6231</guid>
		<description>I am going to add an Eighth option, but it only works with narrative scenes and not for combat.  

Option #8:  Take It Online
If you are in a narrative scene, and you need to wrap your game for the night, agree to pick up the narrative thread online.  The discussion between the PC&#039;s and their NPC patron can occur online, and in some cases will result in a longer conversation since there is no pressure to wrap it up and get to the next combat.

This is also a great option, if the players are about to plan some kind of heist or ambush.  By stopping the play at the table, and moving it online, the players have much more time to discuss things.  

Again, this won&#039;t solve the problem if you are in the middle of combat.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6231&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I am going to add an Eighth option, but it only works with narrative scenes and not for combat.  </p>
<p>Option #8:  Take It Online<br />
If you are in a narrative scene, and you need to wrap your game for the night, agree to pick up the narrative thread online.  The discussion between the PC&#8217;s and their NPC patron can occur online, and in some cases will result in a longer conversation since there is no pressure to wrap it up and get to the next combat.</p>
<p>This is also a great option, if the players are about to plan some kind of heist or ambush.  By stopping the play at the table, and moving it online, the players have much more time to discuss things.  </p>
<p>Again, this won&#8217;t solve the problem if you are in the middle of combat.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6231','DNAphil'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: carandol</title>
		<link>http://www.gnomestew.com/gming-advice/its-getting-late-seven-ways-to-stop-playing-before-the-end-of-an-adventure/comment-page-1#comment-6230</link>
		<dc:creator>carandol</dc:creator>
		<pubDate>Tue, 09 Jun 2009 11:11:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3889#comment-6230</guid>
		<description>If there isn&#039;t a sensible break point coming up, and I can see it&#039;s almost time to stop, I&#039;ll try and get things timed nicely so that it ends on a cliffhanger -- a startling revelation from an NPC, the realisation that the PCs have walked into an ambush, or whatever. Then I&#039;ll slam my rulebook shut with the words &quot;And I&#039;m going to stop there. Don&#039;t miss the next exciting episode...&quot; At which point everyone will groan and start recriminations about whose fault it was they never saw that coming, and those who need to rush off to catch the last bus home can start gathering their belongings together.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6230&#039;,&#039;carandol&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>If there isn&#8217;t a sensible break point coming up, and I can see it&#8217;s almost time to stop, I&#8217;ll try and get things timed nicely so that it ends on a cliffhanger &#8212; a startling revelation from an NPC, the realisation that the PCs have walked into an ambush, or whatever. Then I&#8217;ll slam my rulebook shut with the words &#8220;And I&#8217;m going to stop there. Don&#8217;t miss the next exciting episode&#8230;&#8221; At which point everyone will groan and start recriminations about whose fault it was they never saw that coming, and those who need to rush off to catch the last bus home can start gathering their belongings together.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6230','carandol'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
</channel>
</rss>

