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> When to End the Game Session, Why didn't I think of this before? Because it's a bad idea?
tisoz
post Oct 28 2015, 06:59 PM
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Most games I've played in or run, the game session ended around the time we wrapped up an adventure and doled out Karma, or just when we plain ran out of time. But most times the session was planned to end when the adventure wrapped.

Our groups would also usually be short on legwork, sometimes very short as in basically none. Probably the group that did the most legwork was one where the GMs wife played in the game. Maybe she was good at legwork, or maybe she got a hint ahead of time about what the next run would be and had time, like about a week, to think of possible avenues for legwork. I'd hate to think she was a GM mole who was there to help us along, lol.

This got me to thinking about the time to end a game session. Why not end it after the first meet and the job is described? You say 'X' amount of time has passed since the last run and the new meet. You break and the players are still sort of basking in the glow of a job completed, but they also now have the gears turning on planning for the next run. The next game session starts off with the players describing how their PC used karma (including how they in character spent it), healed, shopped, etcetera. This also helps everyone 'get into character'. Then transition into how they are going to go about legwork. Too, they may already have outlined some general plans and and know some items they may need to acquire to pull it off, so it avoids simple mistakes like going into the sewers with no light source.

This seems like a way for better shadowruns, not having Plan A fall apart at first contact and resulting in the GMs carefully planned story getting shot to pieces or blown up, the default Plan B.
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