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Ending a tabletop RPG session can feel awkward, rushed, or flat—even when the rest of the game was great. So how should a session end? In this episode of The Jaunty Mantis, we unpack why session endings matter, why Game Masters are often overly self-critical, and how to end sessions in ways that build momentum instead of killing it. From cliffhangers and cutaways to ending mid-combat (on purpose), we explore practical techniques you can use immediately—without burning yourself out trying to be “cinematic” every time. We also talk about: Why strong endings fuel strong next sessions Ending before combat vs. ending after Using off-screen threats, stingers, and clocks Why it’s okay to not nail the ending every time The difference between satisfying endings and dramatic ones Music by Karl Casey @ White Bat Audio 00:00 Cold open & chaotic banter 02:13 Show intro & what we’ve been playing 04:08 Goblins, titles, slime queens, and gak 10:31 Chaos Earth campaign endings 14:12 Being bored with 5e combat 17:06 The Question: Are your session endings satisfying? 17:47 When a session ends badly (and why it happens) 19:33 Why GMs are overly self-critical 21:09 Do sessions need strong endings? 22:29 Cliffhangers: what are they actually for? 23:25 When you should have ended earlier 24:08 Prep, timing, and the “45-minute rule” 26:10 Ending before combat vs mid-combat 28:25 Ending sessions during travel 29:45 Visual endings & location-based cliffhangers 32:24 Generic session enders & recurring stingers 34:09 Cutaways, villains, and off-screen threats 36:14 Clocks, omens, and rising tension 37:45 A perfect vampire-session ending example 39:12 Why story-forward games end cleaner 40:18 Ending on loss, dread, or failure 42:17 Ending characters (on purpose) 45:35 Player death, consent, and narrative weight 52:53 Lethal campaigns & GM regret 54:05 Offering success at a cost 54:59 Ending campaigns (setup for next discussion)