END OF SESSION
When a session ends, point out how you demonstrated or struggled with your instinct. If you can, mark XP.
Say how your relationship with or opinion of a PC, NPC, or group has changed. If you can, mark XP.
Answer these questions as a group. For each "yes," everyone marks XP.
- Did we learn more about the world or its history?
- Did we defeat a threat to Stonetop or the region?
- Did we improve our standing with our neighbors?
- Did we make a lasting improve ment to Stonetop, or tangible progress towards doing so?
Praise something about the session (in the fiction or around the table) that you enjoyed or appreciated.
Finally, offer up a wish for future sessions: more __, less __, a chance to __, handling __ in a different way, etc. Wishes can be about what happens in the fiction or around the table. The GM will take notes.
The End of Session move is a ritual. It helps your group reflect on the session and improve your game.
Players can point out any moment where their PC's instinct was reflected in play, for good or for ill, intentionally or not. If no one objects, the player marks XP. (Max 1 XP per session, even if their instinct came up more than once.)
Each player can then note how things have changed between them and someone else. The change need not be reciprocal, or even rational, but it should feel genuine. If no one objects, the player marks XP. (Max 1 XP per session, even if multiple relations changed.)
Other players can offer suggestions, ask questions, or challenge assertions. The goal is for everyone to reflect on the session, and to reward players for getting into character; the goal isn't to wheedle for XP.
For the four questions, discuss them as a group. Everyone (including you, the GM) has to agree that a question is answered "yes." If anyone dissents, no XP for that question. It's good to ask for specific examples of each "yes," just to make sure that everyone is on the same page.
After answering the questions, each player (including you, the GM) should point out something they liked: a player's clever idea, a bit of roleplaying, the lack of fights, learning where the Forest Folk went, when Bob called "time out" and checked in with everyone, etc.
Lastly, each player (including you) should offer a wish for future sessions. Wishes might express...
- ... a player's hopes for what happens ("I'd like a chance to take down Iwan");
- ... a request for specific scenes ("I'd love to see Caradoc and Andras bond a bit");
- ... a desire to do things differently ("Can we try to speak in-character more?");
- ... feedback on your GMing ("I'd like more detail about our surroundings when fights break out"); and/or
- ... anything else about the game, really.
Take notes, ask for clarification, and do your best to make those wishes come true.