Adventure Hooks

Introduction

here are many difficult aspects of being a good game master. One that seems to be prevalent, based on its being one of the more frequently asked questions on rec.games.frp.dnd, is how to start adventures off.

All too often (this has happened to lots of us), the game master will have some idea of what she wants to happen, but when the game actually begins, the players just lay around in their inn room, or wander around town, not doing much of anything, and the game master can't figure out anything short of casting a geas on the characters to get them to do what she wants.

This is the extreme case, but unfortunately, it's not uncommon. Thus, I hope to make a dent in this problem by giving a bunch of ideas for plot hooks.

Basics

There are two basic types of plot hooks: the carrot and the stick.

The "carrot" lures characters into the plot: greed and curiosity are common motivations. There are no negative consequences for the characters if they don't take the game master's lead, although there may be missed opportunities for positive consequences.

The "stick" forces characters into doing something. There are typically negative consequences for the characters if they don't follow the game master's lead. Common motivations triggered by stick hooks include fear and self preservation, although emotions like duty can come into play.

I've always preferred carrots over sticks -- your mileage may vary. Carrots are typically more difficult to pull off than sticks, the lack of negative consequences allows characters to choose to not enter the game master's carefully constructed plot. On the other hand, players like the illusion of freedom of action, which sticks typically remove.

There are other things to think about when designing plot hooks.

First of all, try to take the characters (and the players) backgrounds and personalities in mind when coming up with your hooks. Some of the most satisfying hooks can be developed when using information the players have given you themselves, plus there is the added benefit that the characters are likely to act on them, as that's who they are.

Be careful to take the player into account here, too. Poor role players are less likely to care if their PC's great great grandfather wishes to see them.

Try to have a backup plot hook, in case your primary hook goes awry (as they often do). Your backup hook should operate on entirely different principles than your primary hook: this gives it more of a chance to succeed.

A Taxonomy

A brief attempt at a plot hook taxonomy follows. This is just a sounding board for your own ideas. If you have any suggestions for this taxonomy, mail me.

Carrots

  1. curiosity

    1. strange lights in forest

    2. inanimate object begins to talk (spirit of long-dead guardian? forgotten he's a guardian?)

  2. greed

    1. hired by a nobleman

    2. hear of place of vast treasure, waiting to be carried off.

Sticks

  1. get transported unwillingly into hostile environment

    1. wand of monster summoning

    2. inn they're staying at falls into dungeon

    3. get transported magically to distant land: need to get home.

    4. on death, their spirits enter some afterworld.

    5. character becomes very sick.

  2. hostile environment comes to them

    1. town they're in gets attacked

    2. somewhere, they get attacked for some reason (unpaid debts, mistaken identity, etc)

    3. get gathered in unruly mob listening to political dissident. Get picked up by local authority: can escape and clear name?

    4. dangerous and unpleasant weather starts: originates at some central place.

    5. mistaken identity.

    6. PC inherited item that has special significance.

  3. accidentally enter hostile environment

    1. going through plains, meet xenophobic tribe

    2. go someplace, a murder is trying to be solved quietly, get drawn in.

    3. happen across site of looting army. Army notices them.

  4. out of money

    1. get a job

    2. steal something

    3. quickly becomes a carrot....

  5. somebody in power over the PC's gives them direction

    1. character's master gives them a quest

    2. acquire an appropriate gift for somebody