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Step 5: Finishing Early
The trick with anything in life is to get out before it all turns
to crap, and GMing a roleplaying scenario having failed to actual
prepare said scenario is a situation that will turn to crap sooner
rather than later. Finishing early is therefore a highly useful
move.
There are too many possible excuses to really cover here. Tiredness
can sometimes raise sympathy, especially if you are the one tasked
with driving all the other players home (this is the one I always
pull). Stating that it is a convenient point in the scenario
to break can work if stated with enough confidence.
Finally, arranging for someone, such as your mother, to phone up
saying that an emergency has occurred necessitating your visiting
them immediately can usually get you out of the session. After all,
you can hardly turn your old mum down, can you?
Theoretically, a girlfriend can fulfil this role, but then again,
if you had a girlfriend you probably wouldn't be roleplaying
would you?
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