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<blockquote data-quote="LostSoul" data-source="post: 6550389" data-attributes="member: 386"><p>I'm not sure what you mean by plot hook here. For example, in the last game I played, one PC wanted to get a shield made. She didn't have the cash to buy it, so she tried to awe the shield maker with her frost giant's daughter's daughter physique. I interpreted the Reaction Roll as having the shield maker's wife see that action as a challenge. Eventually the PC was able to convince the shield maker to craft her a shield that fit her large size; it was an entertaining bit of social conflict, but there wasn't what I'd call a plot hook.</p><p></p><p>Maybe the fact that the PC was able to get a custom-made shield, even though she couldn't pay for it, was the plot? At any rate, the player decided to make an issue of it.</p><p></p><p>Another example. The PCs founded a new settlement around an old Atlantean ruin. Eventually they discovered a hermit living on the grounds. One of the PCs spent the time to make friends with him; this resulted in the hermit giving the PC a map of the hex which reduced travel times. The hermit asked the PC to check up on another NPC from a nearby town, a young woman, and asked the PC to give her a valuable piece of jewellery but gave no reason for his action. The PCs became interested in whatever was going on here. Nothing special was happening; the hermit left his family and his children were raised by another, both of whom were dead, and he wanted to check up on his children and grandchildren. It wasn't as though the hermit was trying to summon demons or whatever, just a little bit of family drama. The players didn't want to face down monsters in the nearby dungeon so they spent time dealing with this instead.</p><p></p><p>I guess I just make up crap and let the players follow whatever they think is interesting. If that's an old hermit and his estranged granddaughter, so be it. Though now that I think about it, I probably telegraph what is worth real XP and what's not worth much.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6550389, member: 386"] I'm not sure what you mean by plot hook here. For example, in the last game I played, one PC wanted to get a shield made. She didn't have the cash to buy it, so she tried to awe the shield maker with her frost giant's daughter's daughter physique. I interpreted the Reaction Roll as having the shield maker's wife see that action as a challenge. Eventually the PC was able to convince the shield maker to craft her a shield that fit her large size; it was an entertaining bit of social conflict, but there wasn't what I'd call a plot hook. Maybe the fact that the PC was able to get a custom-made shield, even though she couldn't pay for it, was the plot? At any rate, the player decided to make an issue of it. Another example. The PCs founded a new settlement around an old Atlantean ruin. Eventually they discovered a hermit living on the grounds. One of the PCs spent the time to make friends with him; this resulted in the hermit giving the PC a map of the hex which reduced travel times. The hermit asked the PC to check up on another NPC from a nearby town, a young woman, and asked the PC to give her a valuable piece of jewellery but gave no reason for his action. The PCs became interested in whatever was going on here. Nothing special was happening; the hermit left his family and his children were raised by another, both of whom were dead, and he wanted to check up on his children and grandchildren. It wasn't as though the hermit was trying to summon demons or whatever, just a little bit of family drama. The players didn't want to face down monsters in the nearby dungeon so they spent time dealing with this instead. I guess I just make up crap and let the players follow whatever they think is interesting. If that's an old hermit and his estranged granddaughter, so be it. Though now that I think about it, I probably telegraph what is worth real XP and what's not worth much. [/QUOTE]
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