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As I've GMmed Society games, I've noticed that most scenarios tend to fizzle at the end, after the boss is defeated. I was starting this thread to get some ideas on how to fix this.
To start with, let's consider the basic structure of a PFS scenario:
Briefing -> Investigation -> Dungeon Exploration -> Boss Encounter -> ???
My problem is that, once the boss is defeated, everything sort of derails. I've tried several things..,most often, I just do a short 2-sentence epilogue describing what happens to everybody afterwards. I've tried having the Pathfinders report to the VC, but it usually feels forced and they don't get into it much. I'm just not sure how to make the endings to scenarios better once the primary conflict has been resolved. Any thoughts?
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What helps me is to figure out 'what is the closest TV/Movie/Novel analog of the story contained in the scenario/module?'. Once I have this I can tap into the numerous versions and tropes of that archetypal story and then I know how it begins, how it moves and how it wraps up.
So in a hypothetical hostage rescue story there has to be a scene where the hostage goes back to their daily life after thanking the PCs (assuming they were rescued).
Tap into your knowledge of media and story. Once you know the broader story that to are telling the rest just falls into place as we have experienced hundreds of versions of that same base story.
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One thing that I have experienced (and am trying to actively work into my routine at the end) was with Kristie (the VC of Clearwater, FL) who tries to put a meaningful quip down on your chronicle related to events during the game- and in particular to your character. It really helps memories of the game and gives the player a good feeling.
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OP, that means you've failed to set the hooks early in the session. Make a concerted effort to give them questions that needs answers. And make it clear who has the answers so they ask them at the end of the scenario.
While a good idea, that's not always possible. A lot of PFS scenarios end with a dungeon crawl that generally takes place after the questions have been answered. Another group that I have GMmed for generally finds plot to be secondary and generally doesn't pay attention to the briefing anyway.
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Off-topic, but I couldn't resist...
I can't help but seeing this thread and thinking about History of the World, Part I
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I tend to read the conclusion of the scenario to the players, though ocassionally I will ad lib it instead, but I always try to have something to say or do after the boss fight, just to help the scenario actually feel complete.
The problem is that a lot of scenarios don't really have a conclusion written at all.