Roleplaying Tips Weekly E-Zine Issue #353
How To Leave Your Players Hanging - 4 Cliffhanger Tips
Contents:
This Week's Tips Summarized
How To Leave Your Players Hanging - 4 Cliffhanger Tips
- Prepare Intercept Encounters
- Use Encounter Complications
- Develop A Sense Of Time Awareness
- Develop An Eye For Impromptu Cliffhangers
- The Last Encounter
Readers' Tips Summarized
- The PC Rumor Mill
- Clearing The Table
- Classic Tip: Late Players
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A Brief Word From Johnn
The Road A Good Book
Just finished The Road by Cormac McCarthy, and I quite
enjoyed it. It's short and brutal, and likely good
inspiration for Cyberpunk and post-apocalyptic GMs.
The Road at Amazon.com
Cliffhangers
Today's article is in answer to a reader's request for
cliffhanger tips:
Johnn,
Your articles on checklists for GMs couldn't have come at a
more opportune time. I just started GMing for a group at
college, and I was looking for advice on such organizational
tools.
On a similar note, I am pretty new at GMing, but I have done
a lot of research. I noticed the other night in one of my
sessions that timing is hard. More often then not my players
never get to what I have intended by the end of the session.
We always seem to run out of time rather than what I desire:
to end the session dramatically with a cliffhanger or
riveting conclusion.
If you have any tips on this I would be interested in those.
Thomas
Hopefully the tips in this issue are of some help, Thomas.
Thanks for the request.
Get some gaming in this week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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How To Leave Your Players Hanging - 4 Cliffhanger Tips
By Johnn Four
Return to Contents
1. Prepare Intercept Encounters
If you see the end of the session is near, but it's too
early to trigger your cliffhanger, stall for awhile with an
intercept encounter.
To do this, have one or more encounters waiting in the wings
that you can plop down on short notice in a variety of
circumstances. Try to keep encounter requirements (i.e.
location, timing, trigger, type) to a minimum.
The trick with an intercept encounter is to:
* Not be obvious you're stalling
* Avoid wasting players' time and characters' resources
* Not frustrate your group with the perception of
railroading
Random encounters and wandering monsters are intercept
examples, but they often break the rules above. To solve
this, run interceptions with the following in mind:
Move The Plot Forward
Add in a plot element so it feels to players like the game
and story are progressing. Keep a list of plot hooks, clues,
and plot development ideas handy, and then just match things
up with the encounter when you drop it into the game.
For example, you might keep a scrap piece of paper with a
clue on it handy. You can place this paper just about
anywhere if need be. Next time you have to stall, drop in a
random encounter and plant the piece of paper as a clue and
as part of the encounter reward.
Link It To PC Actions
Best case is your intercept encounter links directly to PC
actions. The PCs took action ABC and the consequence is
intercept encounter XYZ.
If this isn't possible, you'll need to force an intercept
encounter into play. Smooth transition over by using some GM
sleight of hand to craft the appearance of cause and effect
based on PC actions and player decisions. This is tricky,
but it's a skill you can learn and master over time through
trial and error while GMing.
For example, the PCs are questing to find an expert who can
decipher a map for them. You want to end the session on a
cliffhanger with the PCs finding the expert in dire jeopardy
as thugs try to beat information out of him. If the PCs
intervene, they'll be ambushed by the surprise entrance of a
villain, whom the thugs work for.
There's 30 minutes left in the session though, and the
current bar brawl encounter is just finishing up - you need
to stall. You decide to drop in an intercept encounter
involving a beggar with a plot clue.
Thinking quickly, you tell the players a young boy (changing
the description from beggar) rushes up to them as they leave
the busted-up tavern. The boy is looking for his father, who
can always be found drinking after work at the tavern. The
boy says some bad men are hurting his family at home as they
speak (an impromptu tie-in with the thugs from upcoming
cliffhanger encounter).
It turns out the boy's father, whom they just beat up in the
tavern, is the brother of the map expert (another on-the-fly
adjustment with a touch of irony :).
Keep It Short
In most cases, you need only stall for a little while. If
you have lots of time, then usually you can just run other
planned encounters or let the PCs drive the flow. The danger
is an interception takes so long there's no time left to
begin your cliffhanger encounter. Therefore, keep the
intercept encounter short.
Beware that combats can take a long time unless the foes are
weak. Puzzles can take awhile too if the players get
stumped. Roleplaying encounters are often quick, unless you
provide an environment rich in roleplaying opportunities
(i.e., multiple NPCs, NPCs with lots of information to suss
out, NPCs with strange new cultures to explore).
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2. Use Encounter Complications
Complicating existing encounters is a great GMing technique.
While an encounter is running you introduce a new element
the PCs must grapple with.
- Sense of realism. Players will be excited to learn that
not every encounter has its entire set of parameters set at
the beginning each time. Encounters can be dynamic.
- Surprise! A complication is often unexpected and brings
new energy and excitement to the table. This is especially
effective where cliffhangers are concerned, as surprises add
even more drama and faster pacing to the end portion of a
session.
- Stall. A complication usually lengthens an encounter,
chewing up time so the cliffhanger ends at the right point.
- Challenge. Tweak encounter difficulty on-the-fly.
Complications let you manipulate challenge levels with great
precision.
- Emergency repairs. Did you forget to do something at the
beginning of the encounter? Skip over an element? Maybe you
got encounters mixed up, or location numbers confused?
Introducing a complication changes the encounter as you run
it, allowing you to fix things. For example, if you forgot
to put in the altar where the Big Clue is stored, you can
put the clue on an NPC who enters mid-encounter.
Complication examples:
- One or more NPCs enter the scene. Reinforcements might
arrive, or an NPC might walk in by coincidence or accident.
The NPC(s) can be a new threat (more enemies) or a new
problem (an innocent stumbles in and is immediately taken
hostage).
- Critters. More monsters drawn by sight, sound, or smell
enter the fray.
- Traps are trapped. Cunning crafters have created layers of
traps to catch the unwary or prevent easy disabling.
- Environmental hazard. A trap is triggered, a natural
disaster coincidentally occurs, or best case, the PCs cause
a new environmental hazard, such as flooding or cave-in.
Complications give you lots of options where cliffhangers
are concerned. You can complicate a prior encounter to stall
for time. You can complicate a cliffhanger encounter for the
same reason. Cliffhangers are fragile, and you can use a
complication to save the situation due to oversight or
unexpected PC action.
Conversely, you might need the game to go more quickly so
you can squeeze in the cliffhanger before session end. You
can use a complication to actually make things easier for
the PCs so encounters execute faster.
For example, a combat is dragging on so you have an ally
appear. Not only would the ally help defeat the enemy
faster, but it would be a refreshing change for an ally to
arrive when they don't have to prevent a TPK (total party
kill).
I tend to plan for complications in the same way I plan
intercept encounters. I make a list of ideas before the
session, add to it when new ideas hit me, and I keep the
list handy as I GM.
In addition, the location often provides lots of
complication possibilities, such as new threats emerging
from lairs at the sound of PCs combatting neighbours,
fireballs damaging rope bridges, or alarm bells sounding
when the PCs' presence is detected.
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3. Develop A Sense Of Time Awareness
Cliffhangers require careful timing. Develop a sense of time
in your games and of your group to facilitate good
cliffhanger endings.
- End of session. Keep an eye on the clock, especially as
the game session nears the end. Increase the pace if it
looks like a tight fit for your cliffhanger; stall if you
need to buy more time.
- Encounter length. Develop a sense of how long various
encounter types and permutations last. Is your group fast or
slow with combat? How long do single opponent combats
generally take versus multiple foe frays? As the characters
become more complex, are encounters taking longer? Does your
group like to roleplay in-depth with NPCs, or do they just
want to get what they need and move on?
As you get a good sense for encounter length, you can better
plan and GM cliffhanger timing.
- Ending early or late. How tolerant is your group for
ending games a little early or playing a bit longer? A bit
of flexibility on session end-time gives you more options to
help set-up and trigger cliffhangers.
For example, it's 20 minutes before usual game end, but now
is the perfect time to trigger your cliffhanger encounter.
If your group doesn't mind ending early sometimes, then you
can proceed.
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4. Develop An Eye For Impromptu Cliffhangers
It's great ending a game on a high note of drama, suspense,
and mystery. You want to leave your players begging for
more, demanding to play longer, and waiting for next session
with great impatience.
Some cliffhangers are major, end-of-act situations. You plan
and prepare for these as part of your plot arcs.
Most cliffhangers though, are about leaving players on the
edge of their seats until next session. They often cannot be
planned. Wherever and whenever a session ends, you'd like to
react with a cliffhanger.
To this end, you need to develop a sense of what makes a
good cliffhanger and how to engineer it as a session draws
to a close.
First, what makes for a good cliffhanger? Here is a
checklist. If you have additional ideas, let me know and
I'll add them in.
- Stakes. Higher stakes are better. The more important a
certain outcome is to the players and their characters, the
better the cliffhanger potential. As you GM, look to
increase the stakes however you can just as the session
ends.
- Risk level. It's a good cliffhanger when the PCs are left
with options or decisions that involve great risk. Let your
players wring their hands and debate endlessly between
sessions the pros, cons, and important consequences of their
choices.
- Unresolved action. Leave the conclusion or results of
actions taken pending. Stakes and risk level determine how
much drama an unresolved action creates.
- Mystery. Leave the explanation and investigation of
something unknown until next game session. Introduce the
mystery and then wrap things up. The amount of curiosity you
create, and the implications of the mystery, determine the
suspense level of the cliffhanger.
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5. The Last Encounter
With the impromptu checklist in mind, take whatever
encounter is triggered at the end of the session and try to
craft a cliffhanger from it. This not only means ending the
session mid-encounter, but also possibly adding in extra
encounter elements to beef up the drama.
In addition, you always have the option of ending at any
part of an encounter. Encounters have a:
- Start (set-up, trigger, description, initiative if needed)
- Middle (taking actions, consequences)
- End (final outcome, reward, possible hook or link to the
next encounter)
As GM, you get to pick your timing, so keep the phases of an
encounter in mind when looking for the best place to stop
the session.
For example, you might end with an evocative description
that implies a looming threat to the PCs. You might end with
a key PC action about to be resolved. You might conclude
with the bad guy attempting to flee.
Here's what to do during the last encounter:
- Put yourself in your players' seats. Have empathy for
player perspectives. Keep a sense of what the players are
thinking, assuming, and basing decisions on. If you can view
the game through the eyes of your players, you will be much
more successful at knowing when to end sessions on a tense
or mysterious note.
- Look for encounter situations where stakes or risk level
is highest. Ending with one goblin left alive is not the
same as ending with two dozen armed goblins about to fire
their crossbows. Knowing how much damage is dealt is less
dramatic than just knowing a friend or foe has been
successfully hit.
- Keep an eye open for situations of critical choices and
options. Often, these are present at the end of the
encounter, but sometimes key choice situations arise mid-
encounter.
- Be aware of points of mystery. It's easy to forget the
players don't know what you do. They aren't aware of what's
behind the door, the abilities of the monster, the secret
identity of the NPC. They don't know all that's making the
gurgling raspy sound just out of sight is a leaky pipe. Look
for points of mystery.
- Sense when a PC action taken is potentially heroic and
full of risk. Stop there and leave the outcome until next
session.
- Get a feel for when danger to the PCs has reached its
highest point.
* * *
Here is a great article on cliffhangers you might also want
to check out:
Hangings can be Fun
Tips request: if you have any advice or tips on how to plan,
run, or engineer cliffhangers, please drop me a line:
johnn@roleplayingtips.com
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Readers' Tips Of The Week:
1. The PC Rumor Mill
From: Steven "Quillion" Russell worldsmith (at) gmail.com
Blog: There Be Monsters
Rumor mills are a good part of any location, you find out
who is who, what is what, and maybe what the next adventure
is, but the rumors you really care about are the ones about
yourself.
The bard may be the weakest of the core classes but is the
game's greatest gossip. In a world where news travels only
by word of mouth, a song can create or destroy a reputation
faster than spell or sword.
Results can range from simple shoddy treatment if the rumor
is a bad one, or excellent service for a good rumor.
Dangerous rumors could result in a bit of trouble with the
local authorities to a lot of trouble in places when an
accusation is as good as being guilty.
Helpful hints for designing a rumor about the player
characters:
- A rumor need not be anything resembling the truth: "Their
warrior was originally a gnome who killed herself so her
companions could reincarnate her as an orc."
- The more outrageous the rumors the more likely people are
to listen: "That so-called adventurer is really a Tarrasque
cursed to mortal form for destroying a sacred temple."
- The best rumor is one that is almost entirely true. Just
twist, omit or change one extremely important fact: You save
the princess from the dragon, and win her hand in marriage,
becomes: "He is forcing a woman to marry him against her
will."
- Rumors seldom have a discernible source unless the source
of the rumor comes forward: "I heard it from my sister, who
heard it from the man with no name, so it must be true!"
- Get personal. Make the rumor about their animal companion,
familiar, family heirloom or favorite vessel of magic. That
way, the character may actually be offended by what people
think. "Her holy symbol was made by Judas Iscariot."
Here are 29 working examples. Pick one, decide how much of
it is true, then decide which NPC in your game started it.
Then let your players try to slay a dragon of an idea.
- They claim one of their members is "off elsewhere, could
not make it today," but truly they murdered him in the
dungeon. How else do you explain the constant flow of new
members they are always gaining?
- That magical talisman is the holy icon of our heavenly
masters. This group should have surrendered it to the
church, but they are either ignorant heretics or vile
infidels.
- The band's favored weapon is the hereditary property of
our lord; they refused to sell it, though our lord offered
an overly generous sum. Mark my words, the lord will have
his legacy back.
- These explorers killed the monster that was keeping the
orcs in check; those grunters have now destroyed a village
to the north and will likely march upon us.
- A merchant once cheated them by selling back the horses
his thieves had stolen from them. The fellowship had the
merchant transformed into a horse. You see the chestnut-
gelding charger their leader rides?
- Braggarts the lot of them. They failed to kill the beast.
They only wounded it, shouting, "We do not have to kill the
creature, only defeat it." The wounded animal devastated the
last town they stayed in; it is now hunting the source of
its wrath.
- Their bloody outfit is composed of secret retainers in
the service of our lord's enemy, sent to flood the economy
with wealth to destabilize our minted coin.
- They are nothing but brigands, questing for nothing more
than tavern brawls. In the preceding district, they killed a
patron and burnt the Happy Halfling to the ground.
- This adventuring guild says they are seeking treasure and
experience, but what they are truly seeking is to gain
enough power to overthrow our lord who had them publicly
flogged in the capital city.
- They say their comrade died in their last adventure, but
they truly just recruit new members so they may slay them.
They covet their companion's property, murder him in an out
of the way place, and leave the body to the monsters. With
all their great wealth, they could raise him if they wanted
to.
- They allege the company won the money they are spending
in battle against the bandit king. They are the real
brigands, if you ask me. A bandit lord would have had to pay
his men, and have had little for true King's men to find.
- Group of ruffians, nothing more than grave robbers they
are. They loot the tombs of our ancestors and expect us to
believe some tale about saving us from some lurking evil
poised to attack.
- Adventuring Orders stir up the local tribes of monsters
who have been doing nothing but staying beneath the earth in
their own homes. Then they leave us with a bleeding sore
that oozes out into our land, that requires us to call on
them to deal with.
- So-called seekers are really shapeshifters in the
service of our foreign enemy, here to spy and secure
abandoned fortresses for the planned invasion of our realm.
- This group of lordless retainers is nothing but traitors
and deserters from the King's secret elite guard force. What
else could explain their training, equipment and wealth?
- Strange travelers they are, but truly, they are witches,
warlocks, devils, demons and fiends sent to threaten our
lives and our souls. They will bring nothing but turmoil and
chaos to our small, peaceful village.
- These so-called do-gooders never offer to heal any
member of our community, though they heal each other without
thought. Forced to endure their insults and beg for coin,
they spend gold like water. They could make our crops grow
twofold, but they think only of themselves, never the lot of
a commoner.
- You have seen their power; they can control the weather,
making hail appear from nowhere. Who do you think caused the
hail to fall upon Joren's crops after he lost the
fellowship's steeds? Remember, it destroyed the northern
fields while they went to fight the "beast" of the northern
hills.
- Speaking of their grand powers, I've come to believe
they could destroy our entire village. You think it is just
coincidence the innkeeper's daughter dies of pestilence
shortly after spurning one of their advances?
- They are dangerous and wealthy travelers. Take their
money and assist them in moving on to the next community
before one of their enemies finds them here and destroys us
like the previous village.
- They do not worship our god(s), they are infidels and
unbelievers, their priest will seek to steal our souls to
blasphemy. Keep them away from our holy places or we shall
all suffer for it.
- This bannerless company is truly an agent of the King,
sent here to make sure the community is loyal and serves the
kingdom well.
- A bevy of marauders, they lay waste to hoards of orcs,
goblins, and hobgoblins, claiming they are nothing but
"fodder". They will kill you as soon as look at you, and
when they wake up in the morning they could lay waste to the
entire community before the sun cleared the horizon.
- A group of vagabonds rich in relics, art, jewelry and
platinum; they could buy the whole of our kingdom and still
have magic bags to spare.
- Brigands such as these care nothing for our customs.
They carouse and brawl on our holy days, eat whatever they
wish on any day of the month, and they even deal with
infidels and half-breeds.
- Heroes of the prophecy they are. The voice in the
wilderness has spoken, she has seen the signs, and this
company shall save us from the dragon. They are our saviors.
- When the witch kidnapped the lord's daughter, these so-
called heroes went to rescue her, but they only brought back
her corpse. They only cared for killing the hag and taking
her treasure.
- I know what they call themselves, but they are the Order
of Shinning Heroes. They are simply trying to travel in
disguise. No doubt, they are on a grand quest to save the
world.
- I do not care what you say, I know the Black Company of
Strife when I see it. They will kill us in our beds if we do
not see to our own safety, Remember what they did to the
priest. The blood still stains the temple steps to this day.
Return to Contents
2. Clearing The Table
From: Dave Stebbins via the GMMastery Group
The best bit of practical gaming advice I've received is to
make a mini-table for the battle mat.
Make a mini-table to raise the battle mat six to eight
inches off the gaming table. It is still central but now all
the area underneath is opened up for books, paper, dice and
snacks. Since my groups use a rigid battle mat (an old chalk
board), we just screwed thick dowels on as legs. It solved
almost all the space problems we had playing a tactical type
of game at the dinner table.
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3. Classic Tip: Late Players
From: Lucio Nothlich
Hi Johnn,
I really enjoy your tips. I have one about players arriving
late at the games. In our Exalted campaign, the game master
decided to reward extra XP to players that arrive on time
and/or bring food or drinks.
It worked so well that became a general rule on all our
games :)
Regards from Brazil.
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