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Campaign Hooks?
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<blockquote data-quote="RandomPrecision" data-source="post: 2348027" data-attributes="member: 29267"><p>Not to spoil anything, but since we're all players of real D&D much more so that Neverwinter Nights, but in the first expansion, Shadows of Undrentide, that's the hook for the second part of the campaign, essentially. You have a mythallar, and meet a cloaked figure that you know is the villain, but she throws off her cloak, looks at you, then takes the mythallar from your stony hand. When you become unstoned at last, you're a slave of a statue-collecting creature in the Netherese city of Undrentide.</p><p></p><p>I'm a fan of a sort of <em>in media res</em> style of hooking. I intend to start a campaign sometime in the future with undead attacking a number of villages in a certain region of my campaign world. To introduce this, the PC's are going to be in one of the villages that gets attacked. Maybe they'll investigate the area to figure out how and why an undead army attacked them, which will lead them to an eastern citadel. If not, perhaps the second wave will convince them to take action. If they still don't bite, the third wave should be enough to force them out of town, but of course, NPC's hinting of a larger invasion should pique their interest.</p><p></p><p>While many people dislike railroading, myself included, I don't mind asking a player to trade some of their freedom for plot devices (before the campaign begins, of course). One campaign I've been planning requires a protagonist to be a lich, for example. My plot was that the lich was slain by a typical party of goodly and noble heroes. The brave adventurers found a small box with strips of arcane parchment inside, and knowing that a lich with a phylactery is only temporarily defeated, destroyed the box. The victorious heroes basked in their triumph, but eventually split up, ending a tour of great adventures to help society in different ways. Now, some time later, the lich and several allies (the party) want revenge. From this point, there's no railroading, but ironic endings for the heroes are welcome and encouraged.</p><p></p><p>I usually have rather large campaigns, however, so hooks aren't usually necessary. If a character wants to do something, they tend to go off and do that, making their own sidequest. Otherwise, if I need a sidequest for a specific character or cause, I rather make them up off the top of my head as I go along. By merely observing the characters and the situations they find themselves in, you can come up with hooks and plots that would not be applicable in any other situation.</p></blockquote><p></p>
[QUOTE="RandomPrecision, post: 2348027, member: 29267"] Not to spoil anything, but since we're all players of real D&D much more so that Neverwinter Nights, but in the first expansion, Shadows of Undrentide, that's the hook for the second part of the campaign, essentially. You have a mythallar, and meet a cloaked figure that you know is the villain, but she throws off her cloak, looks at you, then takes the mythallar from your stony hand. When you become unstoned at last, you're a slave of a statue-collecting creature in the Netherese city of Undrentide. I'm a fan of a sort of [i]in media res[/i] style of hooking. I intend to start a campaign sometime in the future with undead attacking a number of villages in a certain region of my campaign world. To introduce this, the PC's are going to be in one of the villages that gets attacked. Maybe they'll investigate the area to figure out how and why an undead army attacked them, which will lead them to an eastern citadel. If not, perhaps the second wave will convince them to take action. If they still don't bite, the third wave should be enough to force them out of town, but of course, NPC's hinting of a larger invasion should pique their interest. While many people dislike railroading, myself included, I don't mind asking a player to trade some of their freedom for plot devices (before the campaign begins, of course). One campaign I've been planning requires a protagonist to be a lich, for example. My plot was that the lich was slain by a typical party of goodly and noble heroes. The brave adventurers found a small box with strips of arcane parchment inside, and knowing that a lich with a phylactery is only temporarily defeated, destroyed the box. The victorious heroes basked in their triumph, but eventually split up, ending a tour of great adventures to help society in different ways. Now, some time later, the lich and several allies (the party) want revenge. From this point, there's no railroading, but ironic endings for the heroes are welcome and encouraged. I usually have rather large campaigns, however, so hooks aren't usually necessary. If a character wants to do something, they tend to go off and do that, making their own sidequest. Otherwise, if I need a sidequest for a specific character or cause, I rather make them up off the top of my head as I go along. By merely observing the characters and the situations they find themselves in, you can come up with hooks and plots that would not be applicable in any other situation. [/QUOTE]
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