Every time I think I have begun to nail GMing I watch something like this and realise there is so much to learn. Thanks! Some great tips. Sometimes endings get forgotten about in the stramash of distractions, but when you remember and have the opportunity to fine tune a good end to the evening the payoff is huge. When you get a message from one of your aged players saying "I could not sleep thinking about it", you know you got it right that time. How I managed that was perfectly described back at me in the video. Now next time I have more tools to help get it right again. I joined your Patreon for a PDF... I am staying one to support these videos for every GM to learn from. Thanks again!
Several other channels address this topic. Your practical approach of defining the "Ending Window" as beginning 30 minutes before the hard session end is precisely what I needed that the others lack.
@@Michael_Gombos Technically, his hat streams on Twitch. As you probably know, the hat is actually Justin Alexander, and the person wearing it is just a meat suit. True story. Check it out! www.twitch.tv/thealexandrian
Great video. High content ratio of “valuable insights” to “basic filler.” This is one of those subtle / key tricks that can really elevate your DM’ing. Keep ‘em coming, Justin!
Our last session ended with one of the players being reincarnated, and switching from human to goliath. Everyone was freaking out, he said "hi guys" in a new and deeper voice, then we cut. There's so much energy in the group right now. lol And the player is altering his character sheet and finding new art for himself.
I think the second part about actual endings is just as important. I've played with too many people who will try to shoehorn in a reveal or sudden danger rather than let players enjoy their moment when they reached their goal.
I love all of these suggestions, and can think of many times when these methods have worked, organically, at my tables. There is a trick I've used a couple of times to really work and ending. I keep an NPC in mind who wants to have a conversation with a player that isn't particularly tied to any other timed event. If the session has started to wrap up, or trail off because the agenda items have largely been taken care of, I introduce the scene and the need to convey some information. Then I drop the big secret/twist/complication right in the lap of the characters, and have the session end as the NPC takes their leave. This generally widens that 'ending window' by 15 minutes or so, which makes it much easier to pull off. If the session has a good ending on it's own, I can save the meeting for the next session.
I'm very glad to have these videos coming out again!! I started DMing two weeks ago using all that I've learned from you, and the players have been so excited anticipating the next session! It was the most fun I've had at d&d for a long time. I used the three clue rule to make a mystery, used all the tips for dungeons to make a dungeon, and had a simple combat scenario ready, used encumbrance by stone, and just let them loose. They loved it and dove straight into the mystery and it worked out perfectly. I'm excited to see where they lead the game!
If you're new to DMing let me pitch Matt Colville to you as well, The Alexandrian's biggest competition for best advice on running games imho! ruclips.net/video/e-YZvLUXcR8/видео.html
Spot on advice. Where to end a session is definitely something that becomes more intuitive as you run more games, but this is the first time I've ever heard anyone offer good tips for those who are still building those game master muscles.
Very well presented advanced GM tip. I run a teen group with sessions once a mouth that are an hour long. Your advice still works, however I have to plan (be open) for it almost right away. Pacing is important in those cases. I also run a weekly 1.5 hour session game for adults, which more closely fits into your method.
I read a few of your articles when tearing my hair out with session prep, delighted to have found your yourtube channel this week. Was impressed with your mind already - but you have such an engaging presence (and lovely eyes!). Thank you for saving my game on more than one occasion.
Great video and advice as always. Thank you for being my go-to dming repository since Jaquaying the Dungeon got a shout out in Torchbearer. Also love the improved production quality. Great thumbnail and the video setting is relaxed, good use of negative space and camera distance. You're killing it man, can't wait to see what's next!
Great advice! I've always kinda had an feeling of when it's good to end sessions, but never really knew why, or what to look for. The "ending window" method is great and using it I was able to end my last session with a great cliffhanger!
One of my players in last night's session helped to enhance an ending I'd found. The party was about to face a fairly tough little foe, a creepy Soulbound Doll. Knowing our normal end time was coming up in less than half an hour, and knowing our combats can run long, my plan was to follow the module. Have the doll ask an ominous question, and when the party answers I'd have the doll express hostile intent and end the session there. But no sooner had the party opened the door and seen the doll, that the Nymph Bloodline Sorceress decided to cast her Electric Arc Cantrip on the creepy doll with it having said nary a word. She rolled max potential damage and it critically failed the saving throw, doubling the damage it took. I had the doll begin to speak but be immediately interrupted, it then said "That wasn't very nice..." I then informed them that the 16 damage she'd just dealt did not bring this thing below half HP and next week we'd begin in combat. She made an already potentially dramatic ending FAR more dramatic.
I have had extraordinarily bad luck with cliffhangers, on both sides of the screen. My experience is that if you give the players a situation where they can do something, they know what they want to do, and they want to do it, and then you tell them they can't do it yet, that tends to build frustration rather than anticipation. It breaks momentum. Your own mileage may vary of course.
“That child in the nursery is not your wife’s son!” That’s what I should’ve said-for an incredible cliffhanger ending! But instead, I idiotically called for a skill roll to Recognize, which crit failed.
Ooh another amazing video, as always. I struggle with this one a bit because I'm running an episodic campaign, where every session is a self-contained adventure -- every session has a "big conclusion" ending. On the plus side, it's easier to know what and where and when the end of the session will be, but for that I give up the flexibility of choosing my own ending window.
Like you say, as long as you land those big conclusions every time, you've always got a rock solid ending with those one-shots. If you want to lure them back for the next session, you can always mix things up occasionally with the RPG equivalent of a post-credit stinger.
damn this is hard. I always strugle with endings, and with some players working odd hours not everyone can always join next week, or even every 2nd week. Time becomes so important I've had sessions spiral out of control and where it's "basically too late to start this bit, and too early to quit so.... See ya next week" of those 2 hours into a 4 hour session
I used this twice this evening! Once when my fighter grasped a trapped jewelry box containing a lich's phylactery. I cut over to the group playing music in the conservatory and let that cliffhanger sauteed. Again at the end of our session, I let the players know that the item's owner would be mad as hell and would come searching for them--they sidetracked for a bit on what to do, when I called the session. They (and I) will be anticipating whatever their decisions are until two weeks from now! Great techniques. But how should I wrap up the rest of the campaign? It can end any time here: BBEG is dead and most threads have been wrapped up.
A campaign ending technique I frequently find useful is the Three Question Cycle. Go around the table and ask each player where their character is 1 week after the campaign ends. Then go around the table and ask each player where they are 1 year later. Then go around around and ask them where they are 10 years later. (Tweak these time intervals as appropriate.)
Great video, great advice. For me, there's a big difference between youtubers that have been DMIng for just a few years and those who have been running the game for decades. Rich the lich, Prof. Dungeon Master, Matt Colville and you are the best youtubers that I know for advice and how to run the game. Also, do you think you could make a video about witer's/GM block?
Great video! But, on a complete different matter. I've just saw an discussion on DnD Reddit and would like to ask yah if you could elaborate about it. Overall, it was a discussion of "flying player characters at low levels" One player, was aking advices for an upcoming campaing where the DM just won't allow players to fly before level 6. And this sparked an interesting conversation about it. And i just thought, what would Alexandrian think of this kind of scenario? How would you deal with the impact, of having a truly whole third dimension of clues, fighting scenarios on a lower level party. Could be an interesting Short or even a video reflecting on how different kinds of movements and access to information could impact the preparation for an adventure!
Every time I think I have begun to nail GMing I watch something like this and realise there is so much to learn. Thanks! Some great tips.
Sometimes endings get forgotten about in the stramash of distractions, but when you remember and have the opportunity to fine tune a good end to the evening the payoff is huge. When you get a message from one of your aged players saying "I could not sleep thinking about it", you know you got it right that time. How I managed that was perfectly described back at me in the video. Now next time I have more tools to help get it right again.
I joined your Patreon for a PDF... I am staying one to support these videos for every GM to learn from. Thanks again!
Thank you for being a patron!
I've been doing this for a long time and there's always something new to learn, to practice, or to perfect.
Several other channels address this topic. Your practical approach of defining the "Ending Window" as beginning 30 minutes before the hard session end is precisely what I needed that the others lack.
Thanks, Mac! I try to be as practical a possible!
oh so we're edging our players! This guy just keeps making me a better gm with every new video
Just finished watching a 3 hour stream of yours on Twitch when this notification popped up. More Alexandrian? Absolutely!
There's no escape. Thou shalt watch forevermore. ;)
He streams on Twitch!?
@@Michael_Gombos Technically, his hat streams on Twitch. As you probably know, the hat is actually Justin Alexander, and the person wearing it is just a meat suit. True story. Check it out! www.twitch.tv/thealexandrian
@@geoffdewitt6845 Awesome -- thanks!
Do you have vods on RUclips?
Great video. High content ratio of “valuable insights” to “basic filler.” This is one of those subtle / key tricks that can really elevate your DM’ing. Keep ‘em coming, Justin!
Our last session ended with one of the players being reincarnated, and switching from human to goliath. Everyone was freaking out, he said "hi guys" in a new and deeper voice, then we cut.
There's so much energy in the group right now. lol And the player is altering his character sheet and finding new art for himself.
I will say I don't get these moments very often because we like to play to the very end of our time most weeks.
I think the second part about actual endings is just as important. I've played with too many people who will try to shoehorn in a reveal or sudden danger rather than let players enjoy their moment when they reached their goal.
So glad youve started this series. So many good gems of advice
Glad you like them!
Pack Tactics wasn't wrong about you. You have great content. Subbed!
Thanks! Great to have you here!
I love all of these suggestions, and can think of many times when these methods have worked, organically, at my tables. There is a trick I've used a couple of times to really work and ending. I keep an NPC in mind who wants to have a conversation with a player that isn't particularly tied to any other timed event. If the session has started to wrap up, or trail off because the agenda items have largely been taken care of, I introduce the scene and the need to convey some information. Then I drop the big secret/twist/complication right in the lap of the characters, and have the session end as the NPC takes their leave. This generally widens that 'ending window' by 15 minutes or so, which makes it much easier to pull off. If the session has a good ending on it's own, I can save the meeting for the next session.
Great tip!
Thanks for the English subtitles, it makes the video easier to watch by translating it into Spanish. (Google Translate)
Just found you. KEEP DOING THESE! Only Matt Coville has taught me more. Oh and you should thank Pack Tactics!
I'm very glad to have these videos coming out again!!
I started DMing two weeks ago using all that I've learned from you, and the players have been so excited anticipating the next session! It was the most fun I've had at d&d for a long time.
I used the three clue rule to make a mystery, used all the tips for dungeons to make a dungeon, and had a simple combat scenario ready, used encumbrance by stone, and just let them loose. They loved it and dove straight into the mystery and it worked out perfectly. I'm excited to see where they lead the game!
That's really exciting! It's great to hear that your campaign is going so well!
If you're new to DMing let me pitch Matt Colville to you as well, The Alexandrian's biggest competition for best advice on running games imho! ruclips.net/video/e-YZvLUXcR8/видео.html
@@sunimasuno3718 thanks for the recommend! I'll check him out
Spot on advice. Where to end a session is definitely something that becomes more intuitive as you run more games, but this is the first time I've ever heard anyone offer good tips for those who are still building those game master muscles.
Thanks! Endings are so important!
Very well presented advanced GM tip. I run a teen group with sessions once a mouth that are an hour long. Your advice still works, however I have to plan (be open) for it almost right away. Pacing is important in those cases. I also run a weekly 1.5 hour session game for adults, which more closely fits into your method.
Great video! Cliffhangers and knowing how/when to end a session is something that delivers really tangible results at the table in my experience.
Thanks, Joshua!
I have loved all your blog work and super happy to find your channel! Questing Beast linked your channel in his mailing list.
That's very kind of him! Glad you were able to find the channel!
I read a few of your articles when tearing my hair out with session prep, delighted to have found your yourtube channel this week. Was impressed with your mind already - but you have such an engaging presence (and lovely eyes!). Thank you for saving my game on more than one occasion.
Glad to hear I've been able to help!
(And blushing about the eyes.)
Great video and advice as always. Thank you for being my go-to dming repository since Jaquaying the Dungeon got a shout out in Torchbearer.
Also love the improved production quality. Great thumbnail and the video setting is relaxed, good use of negative space and camera distance. You're killing it man, can't wait to see what's next!
Thanks!
Looking forward to these and more great tips in your new book!
I'm looking forward to you looking forward to them!
Great advice!
I've always kinda had an feeling of when it's good to end sessions, but never really knew why, or what to look for. The "ending window" method is great and using it I was able to end my last session with a great cliffhanger!
That's great!
One of my players in last night's session helped to enhance an ending I'd found. The party was about to face a fairly tough little foe, a creepy Soulbound Doll. Knowing our normal end time was coming up in less than half an hour, and knowing our combats can run long, my plan was to follow the module. Have the doll ask an ominous question, and when the party answers I'd have the doll express hostile intent and end the session there. But no sooner had the party opened the door and seen the doll, that the Nymph Bloodline Sorceress decided to cast her Electric Arc Cantrip on the creepy doll with it having said nary a word. She rolled max potential damage and it critically failed the saving throw, doubling the damage it took. I had the doll begin to speak but be immediately interrupted, it then said "That wasn't very nice..." I then informed them that the 16 damage she'd just dealt did not bring this thing below half HP and next week we'd begin in combat. She made an already potentially dramatic ending FAR more dramatic.
Brilliant!
I have had extraordinarily bad luck with cliffhangers, on both sides of the screen. My experience is that if you give the players a situation where they can do something, they know what they want to do, and they want to do it, and then you tell them they can't do it yet, that tends to build frustration rather than anticipation. It breaks momentum. Your own mileage may vary of course.
oh don't worry everyone's old enough to remember what a commercial break is because it's the new thing on streaming
Let's all go to the lobby!
This stuff might seem obvious but the concise and eloquent delivery tying all together makes this both an informative and entertaining watch =)
“That child in the nursery is not your wife’s son!” That’s what I should’ve said-for an incredible cliffhanger ending! But instead, I idiotically called for a skill roll to Recognize, which crit failed.
Yup. If you can get your players thinking about the game while not at the table, you and your game are in good shape.
Ooh another amazing video, as always. I struggle with this one a bit because I'm running an episodic campaign, where every session is a self-contained adventure -- every session has a "big conclusion" ending. On the plus side, it's easier to know what and where and when the end of the session will be, but for that I give up the flexibility of choosing my own ending window.
Like you say, as long as you land those big conclusions every time, you've always got a rock solid ending with those one-shots.
If you want to lure them back for the next session, you can always mix things up occasionally with the RPG equivalent of a post-credit stinger.
@@TheAlexandrian oh, that's genius!
Landing the ending is so important, it's what players will remember the most
100%!
Just found your channel. Instant subscribe. I will be binging more soon :D
Awesome! Thank you!
Good advice as always!
damn this is hard. I always strugle with endings, and with some players working odd hours not everyone can always join next week, or even every 2nd week. Time becomes so important I've had sessions spiral out of control and where it's "basically too late to start this bit, and too early to quit so.... See ya next week" of those 2 hours into a 4 hour session
I used this twice this evening! Once when my fighter grasped a trapped jewelry box containing a lich's phylactery. I cut over to the group playing music in the conservatory and let that cliffhanger sauteed.
Again at the end of our session, I let the players know that the item's owner would be mad as hell and would come searching for them--they sidetracked for a bit on what to do, when I called the session. They (and I) will be anticipating whatever their decisions are until two weeks from now!
Great techniques. But how should I wrap up the rest of the campaign? It can end any time here: BBEG is dead and most threads have been wrapped up.
A campaign ending technique I frequently find useful is the Three Question Cycle.
Go around the table and ask each player where their character is 1 week after the campaign ends.
Then go around the table and ask each player where they are 1 year later.
Then go around around and ask them where they are 10 years later.
(Tweak these time intervals as appropriate.)
Love this! Thanks a lot of the amazing advice
You're welcome!
Solid. Thanks!
Great video!
Great video, great advice. For me, there's a big difference between youtubers that have been DMIng for just a few years and those who have been running the game for decades. Rich the lich, Prof. Dungeon Master, Matt Colville and you are the best youtubers that I know for advice and how to run the game.
Also, do you think you could make a video about witer's/GM block?
Another great video.
Thanks, Michael! Glad you liked it!
Great stuff yet again! You think you'll do a video on pacing? That was one of my favorite and most important articles I found of yours.
Quite likely!
Very good advice
Thanks, Kai!
Great, as always!
Thanks, Dave!
Absolute genius!
Thanks!
Great video!
But, on a complete different matter. I've just saw an discussion on DnD Reddit and would like to ask yah if you could elaborate about it.
Overall, it was a discussion of "flying player characters at low levels"
One player, was aking advices for an upcoming campaing where the DM just won't allow players to fly before level 6.
And this sparked an interesting conversation about it.
And i just thought, what would Alexandrian think of this kind of scenario? How would you deal with the impact, of having a truly whole third dimension of clues, fighting scenarios on a lower level party.
Could be an interesting Short or even a video reflecting on how different kinds of movements and access to information could impact the preparation for an adventure!
I use my smart watch. It’s easy to glance at and I have it buzz (silently) every 30-60 minutes.
Alexandrian, could you make a video about how to run horror or horror elements in a game?
Homage to the algorithm
All hail the algorithm.
The an ... thisiPATION!
Gator's friend Kobold sent me 🐊
Anyone else here on the advice of Kobold?