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<!-- AdventureHooks.xml (c) 1999 Shawn P. Vincent (svincent@svincent.com) -->

<page>

<title>Adventure Hooks</title>

<summary>A discussion of adventure beginnings.</summary>

<!-- ==== Basics ======================================================= -->
<head>Introduction</head>

  <p>There 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.</p>

  <p>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 <em>geas</em> on the
  characters to get them to do what she wants.</p>

  <p>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.</p>

<head>Basics</head>

  <p>There are two basic types of plot hooks: the carrot and the
  stick.</p>

  <p>The &quot;carrot&quot; <em>lures</em> 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.</p>

  <p>The &quot;stick&quot; <em>forces</em> 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.</p>

  <p>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.</p>

  <p>There are other things to think about when designing plot
  hooks.</p>
  
  <p>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.</p>

  <p>Be careful to take the <em>player</em> into account here, too.
  Poor role players are less likely to care if their PC's great great
  grandfather wishes to see them.</p>

  <p>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.</p>


<head>A Taxonomy</head>

<p>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, <link href="mailto:svincent@svincent.com">mail
me</link>.</p>

<!-- ==== Carrots ======================================================= -->
<head2>Carrots</head2>

<ol>
  <li><p>curiosity</p>
     <ol>
       <li><p>strange lights in forest</p></li>
       <li><p>inanimate object begins to talk (spirit of long-dead 
           guardian? forgotten he's a guardian?)</p></li>
     </ol>
  </li>

  <li><p>greed</p>
       <ol>
       <li><p>hired by a nobleman</p></li>
       <li><p>hear of place of vast treasure, waiting to be carried off.</p></li>
       </ol>
  </li>

</ol>



<!-- ==== Sticks ========================================================= -->
<head2>Sticks</head2>

<ol>
  <li><p>get transported unwillingly into hostile environment</p>
       <ol>
       <li><p>wand of monster summoning</p></li>
       <li><p>inn they're staying at falls into dungeon</p></li>
       <li><p>get transported magically to distant land: need to get
           home.</p></li>
       <li><p>on death, their spirits enter some afterworld.</p></li>
       <li><p>character becomes very sick.</p></li>
       </ol>
  </li>

  <li><p>hostile environment comes to them</p>
       <ol>
       <li><p>town they're in gets attacked</p></li>
       <li><p>somewhere, they get attacked for some reason (unpaid debts,
           mistaken identity, etc)</p></li>
       <li><p>get gathered in unruly mob listening to political
           dissident.  Get picked up by local authority: can escape
           and clear name?</p></li>
       <li><p>dangerous and unpleasant weather starts: originates at some
           central place.</p></li>
       <li><p>mistaken identity.</p></li>
       <li><p>PC inherited item that has special significance.</p></li>
       </ol>
  </li>

  <li><p>accidentally enter hostile environment</p>
       <ol>
       <li><p>going through plains, meet xenophobic tribe</p></li>
       <li><p>go someplace, a murder is trying to be solved quietly, get
           drawn in.</p></li>
       <li><p>happen across site of looting army.  Army notices them.</p></li>
       </ol>
  </li>

  <li><p>out of money</p>
       <ol>
       <li><p>get a job</p></li>
       <li><p>steal something</p></li>
       <li><p>quickly becomes a carrot....</p></li>
       </ol>
  </li>

  <li><p>somebody in power over the PC's gives them direction</p>
       <ol>
       <li><p>character's master gives them a quest</p></li>
       <li><p>acquire an appropriate gift for somebody</p></li>
       </ol>
  </li>

</ol>

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