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Session Structure

PC Conflict, Time Skips, and Ending the Game

Long games run into things short ones never face: characters that disagree, generations passing, the village changing beyond recognition, the ending.

PC vs. PC conflict

Players' agenda includes portraying compelling characters, and such characters won't always agree. Handled well, PC conflict is high drama. Most PC conflicts are just disagreements — Interfere stops a rash charge, Persuade tries to bring someone around.

Encourage arguing in character, not to win but to establish positions and values. Use Persuade, Interfere, and Seek Insight to keep things moving.

Intractable differences

When tensions grow into ongoing conflict, check in. Make sure the frustration is in the characters, not between players. If players are upset, step back. If everyone's on board, lean in — ask what folks are looking for (escalation, resolution, heartbreak) and use the answers.

When PCs directly oppose each other through violence, subterfuge, or sabotage — slow way down. Temperature check; call time out if needed. Once everyone's on board, let everyone involved declare intent. When one PC acts against another, tell the target what they perceive and ask what they do. Figure out moves and order. Someone usually ends up Interfering. Move the spotlight; give other PCs chances to get involved.

Descent into villainy

A PC can be wayward or wicked, but the moment they're both — schemes, lies, dark magic, plus opposition to the rest of the party — they're no longer a protagonist. Check in: can they be redeemed? Do the other players want to try? If yes to all, focus the next session on the confrontation. If the party fails or doesn't try, the PC becomes a Threats under your control.

Secrets

It's fine for PCs to lie to each other — drama. But don't let players keep secrets from each other. No notes passed to the GM, no hall huddles. Trust the players to keep PC-knowledge separate and enjoy the dramatic irony.

Time skips

Glossing over a few weeks happens constantly. For bigger jumps:

  • Months, seasons, years: write love letters to cover the gap. Run Seasons Change for each season skipped. Work changes to steading elements into the letters. Prep a new adventure to bring things back with a bang.
  • Up to a decade or two: take a session off from play. Discuss how long, who keeps their PC, who makes a new one, what NPCs and elements persist, how the setting has changed. New PCs do Introductions; existing PCs participate. Run Seasons Change, craft a First Adventure, use love letters to fill in skipped time.
  • Generations: it's a new game. Hold a first session. Make new PCs informed by what came before. Ask about the timeline. Sprinkle in connections — revisit a ruin where the last Heavy died, reveal a Fox's father was the kid tagging along.

Shake-ups

The PCs all die or leave for good. The village is razed. A cataclysm is unleashed. Talk to the players. Two options:

  • End the game. Often the right answer. Take a break. Use the Denouement move for closure. Come back later if you want.
  • Pivot. Skip forward, make mechanical changes (new steading playbook, new homefront moves if they're no longer at home, new Seasons Change if the climate changed), rewrite handouts as needed. Hard work — basically designing a new game — but rewarding.

Ending your game

Ideally, you see the ending coming. Schedule a planning session. Have everyone come with a wishlist:

  • What arcs do you want resolved?
  • What questions answered?
  • What scenes hoped for?
  • What moves, artifacts, or arcana to see in action?
  • What goals to give your PC a chance to accomplish?

Assemble lists, discuss, prioritize: each player picks one must-have and up to two important items. Everything else is nice-to-have.

From then on, drive play toward those wishes. Skip the familiar, zoom out, frame scenes aggressively. Make GM moves that resolve rather than escalate. Don't introduce new threads unless they tie into the wishlist.

The Denouement

When the final conflict ends, drop the rules. Describe the scene. Give players space. Then run the Denouement move: go around the table; each player picks a scene type and asks someone (player or GM) to describe it.

  • A return home
  • A funeral, a farewell, an ending
  • A struggle, an absence, grief
  • A time of rebuilding, renewal, hope
  • A lasting change, a transition
  • A beginning, a fresh start, a birth
  • A memory, a story, a legend

Go around as many times as you like. When you're done, thank your friends, wish them well, and say goodbye. The end.

This work includes material from Stonetop by Jeremy Strandberg, published by Lampblack & Brimstone, licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.

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