goal(s): wrap up details, foreshadow further events
element(s): roleplay, paperwork
Resolve the Conflict
In this last scene, we clean up any niggling details.
- Your Mr. Johnson hands out the promised rewards.
- Mysteries that were unresolved get clarified.
- The players divvy up loot.
The key to making this scene work is having an NPC present, nominally your Mr. Johnson. This can be logically difficult (why is the helpless diseased villager who hired us in the middle of the Forest of Death?”). This can also have a production cost (i.e. the villager is needed in Scene 1 as well, and in a multi-team format, might be problematic).
The other tool here for “tying up everything” is a scroll or letter. This puts something physical in your player’s hands, which is always welcome. You can combine a letter with the “hand-wave” travel back to civilization, and resolve all your loose-ends.
Allude to a conflict in the future. If you villain escaped, give your players a hint about the villain. Where or how did the villain escape? What is the villain’s next step? This kind of information will get your players champing at the bit for the next episode.
RECAP of the 6-Scene Beat Sheet
|Scene 0||Introduce the Conflict|
|Scene 1||Warm-Up Bandits|
|Scene 2||Complicate that Shit|
|Scene 3||Ambush them in the Dick|
|Scene 4||Jack of All Trades|
|Scene 5||Final Fight with EBG|