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<blockquote data-quote="Vanifae" data-source="post: 5510084" data-attributes="member: 58765"><p>Really great points in this thread, I too agree that you can plan too much “plot”. I would say that you should probably have a ton of different hooks that can bring the players into your “plot” without actually forcing them down the path.</p><p></p><p><strong>A few ideas:</strong></p><p></p><p>The blood sacrifice, as someone suggested make it an honor to go and serve the King in the capitol, in fact you could even make it a contest that the villagers compete for, could even make for a great first adventure. The players all coming together to win glory and honor and a chance to journey to the Capitol to see the king and of course get eaten, although they don’t know that. You could make sure they “lose” or even better if they do win, give them a chance to see first hand what actually happens to the winners and allow them a chance to escape. That would give them a direct reason to oppose these kings and maybe track down a way to defeat them.</p><p></p><p>Background hooks to the setting; maybe prepare some hooks that you can offer to the players as they make their characters that tie them to setting and to each other. Maybe give one of them a hook that they had a sibling/friend that was taken and maybe sent back a cryptic letter before they never heard from them again or maybe prophetic dreams or strange dreams about some Dragon that calls to them in their sleep, alluding to this Gold Dragon.</p><p></p><p>Finally throw out tons of hooks if you have a goal in mind, there is nothing wrong with constructing plenty of plot hooks that can allow you to weave a story that brings the players to Point X by following different plots that they enjoy. Watch what they like and don’t like and use what entices them to bring them into the story you want to tell. One nice side effect of this is that you can shift your goal based on player input with and without their knowledge and make the story richer for it.</p></blockquote><p></p>
[QUOTE="Vanifae, post: 5510084, member: 58765"] Really great points in this thread, I too agree that you can plan too much “plot”. I would say that you should probably have a ton of different hooks that can bring the players into your “plot” without actually forcing them down the path. [B]A few ideas:[/B] The blood sacrifice, as someone suggested make it an honor to go and serve the King in the capitol, in fact you could even make it a contest that the villagers compete for, could even make for a great first adventure. The players all coming together to win glory and honor and a chance to journey to the Capitol to see the king and of course get eaten, although they don’t know that. You could make sure they “lose” or even better if they do win, give them a chance to see first hand what actually happens to the winners and allow them a chance to escape. That would give them a direct reason to oppose these kings and maybe track down a way to defeat them. Background hooks to the setting; maybe prepare some hooks that you can offer to the players as they make their characters that tie them to setting and to each other. Maybe give one of them a hook that they had a sibling/friend that was taken and maybe sent back a cryptic letter before they never heard from them again or maybe prophetic dreams or strange dreams about some Dragon that calls to them in their sleep, alluding to this Gold Dragon. Finally throw out tons of hooks if you have a goal in mind, there is nothing wrong with constructing plenty of plot hooks that can allow you to weave a story that brings the players to Point X by following different plots that they enjoy. Watch what they like and don’t like and use what entices them to bring them into the story you want to tell. One nice side effect of this is that you can shift your goal based on player input with and without their knowledge and make the story richer for it. [/QUOTE]
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