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General Tabletop Discussion
*TTRPGs General
Avoiding campaign sameness
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<blockquote data-quote="overgeeked" data-source="post: 9538572" data-attributes="member: 86653"><p>This right here. Create the factions and representative NPCs and give them all goals. Put them in the appropriate time and place, wind them up, and drop the PCs into the situation. Other than updating the factions and NPCs with new goals or thinking about how they'd respond to a new situation, you basically never have to worry about hooks again. The players will naturally go for what interests them. </p><p></p><p>The alternative is to check out The Game Master's Handbook of Proactive Roleplaying. Take the standard notion of GM writing hooks and turn it on it's head. Simply ask the players what they want to do and create factions and NPCs whose goals naturally oppose or interfere with those desires. </p><p></p><p>Either way, it's mostly prep the situation, make it drama rich, and drop the players in. Works a treat and is so much less work.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9538572, member: 86653"] This right here. Create the factions and representative NPCs and give them all goals. Put them in the appropriate time and place, wind them up, and drop the PCs into the situation. Other than updating the factions and NPCs with new goals or thinking about how they'd respond to a new situation, you basically never have to worry about hooks again. The players will naturally go for what interests them. The alternative is to check out The Game Master's Handbook of Proactive Roleplaying. Take the standard notion of GM writing hooks and turn it on it's head. Simply ask the players what they want to do and create factions and NPCs whose goals naturally oppose or interfere with those desires. Either way, it's mostly prep the situation, make it drama rich, and drop the players in. Works a treat and is so much less work. [/QUOTE]
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Avoiding campaign sameness
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