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Adventures v. Situations (Forked from: Why the World Exists)
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<blockquote data-quote="ThirdWizard" data-source="post: 4706102" data-attributes="member: 12037"><p>A hook, as in, something that the DM says that shows that there is something somewhere worth the PCs' time. That's all I mean by that. So, when a PC makes a Streetwise/Gather Information check and finds out that there is a dangerous tomb to the south, that's a hook. It doesn't matter that the DM didn't push it onto the PCs in my book.</p><p></p><p>So we have two <em>slightly</em> different definitions of what a plot hook is, but I don't think the difference is big enough to do more than quibble about semantics. Mine is more broad and encompasses yours, but its just about getting information to the players (whatever that may be). Otherwise, there is no game.</p><p></p><p></p><p></p><p>See, this is where I think the disconnect is. You can have plot hooks without it being "Okay guys, this is what we're doing tonight." It can be a merchant who begs the PCs for help, followed by a baron who taxes the PCs' land heavily for a war that is starting on the northern border. And then when they go to the bar to plan out what to do next, an old buddy of theirs shows up in town with a map leading to treasure.</p><p></p><p>Nowhere in this is the DM saying "Here's what we're doing." In fact, the PCs probably have to choose what to do. <em>And</em>, lets not forget that they could ignore all of this and decide that in order to solve their problems they're going to steal everything the merchant has to build a mercenary company so that they can join the army from the north and help conquer the barony.</p><p></p><p>But, they're all plot hooks. It's just that some of them come from the DM and some come from the players. The DM is dropping hooks fast and furious, but that doesn't mean anything about whether or not the PCs have the freedom to pick and choose what happens next. In fact, it uses those hooks to encourage the very thing you're saying is done without plot hooks.</p><p></p><p>I think its important to denote that an "adventure" isn't strictly a published adventure nor does it need to look anything like a published adventure. An adventure is a series of encounters based around some larger structure. So, if the PCs hear about a dragon in the hills and then go to investigate, take out some of his kobold followers, and kill the dragon, they just had an adventure.</p><p></p><p>How is that <em>not</em> an adventure?</p><p></p><p>We already have terms to describe all the things in this thread. All this thread seems to be doing is demonizing the term "adventure."</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 4706102, member: 12037"] A hook, as in, something that the DM says that shows that there is something somewhere worth the PCs' time. That's all I mean by that. So, when a PC makes a Streetwise/Gather Information check and finds out that there is a dangerous tomb to the south, that's a hook. It doesn't matter that the DM didn't push it onto the PCs in my book. So we have two [i]slightly[/i] different definitions of what a plot hook is, but I don't think the difference is big enough to do more than quibble about semantics. Mine is more broad and encompasses yours, but its just about getting information to the players (whatever that may be). Otherwise, there is no game. See, this is where I think the disconnect is. You can have plot hooks without it being "Okay guys, this is what we're doing tonight." It can be a merchant who begs the PCs for help, followed by a baron who taxes the PCs' land heavily for a war that is starting on the northern border. And then when they go to the bar to plan out what to do next, an old buddy of theirs shows up in town with a map leading to treasure. Nowhere in this is the DM saying "Here's what we're doing." In fact, the PCs probably have to choose what to do. [i]And[/i], lets not forget that they could ignore all of this and decide that in order to solve their problems they're going to steal everything the merchant has to build a mercenary company so that they can join the army from the north and help conquer the barony. But, they're all plot hooks. It's just that some of them come from the DM and some come from the players. The DM is dropping hooks fast and furious, but that doesn't mean anything about whether or not the PCs have the freedom to pick and choose what happens next. In fact, it uses those hooks to encourage the very thing you're saying is done without plot hooks. I think its important to denote that an "adventure" isn't strictly a published adventure nor does it need to look anything like a published adventure. An adventure is a series of encounters based around some larger structure. So, if the PCs hear about a dragon in the hills and then go to investigate, take out some of his kobold followers, and kill the dragon, they just had an adventure. How is that [i]not[/i] an adventure? We already have terms to describe all the things in this thread. All this thread seems to be doing is demonizing the term "adventure." [/QUOTE]
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