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<blockquote data-quote="Herpes Cineplex" data-source="post: 1823471" data-attributes="member: 16936"><p>A friend of mine yoinked this idea off rpg.net, and was very pleased with it:</p><p></p><p>Write up a bunch of index cards, each with a somewhat vague plot hook, NPC contact, or background detail on it. Deal 'em all out face-up, let the players look them over, and then tell them to pick the three or four that they like the best. Stuff like "your uncle, who has always treated you as his own child, is involved in a criminal organization," for example.</p><p></p><p>Then, if they like, they can add details to what's written on the card, or you can do it for them. Mostly this is a technique to help players who don't really enjoy writing up lots of detailed background or plot hooks but would probably enjoy <em>having</em> a detailed background and plot hooks. It's a way of giving them stuff that they know can and will be incorporated into the game. Later on in the game when the party is messing around with some kind of crime investigation, that player can say "Hey, I've got an uncle who could help us out..." and you're set.</p><p></p><p>The other advantage is that, as a GM, you can prepare things to fit the cards well in advance of starting the game or even knowing who the characters are. You can work out the details of the criminal organization and make notes on the uncle, and just come back later on to make a note about which PC selected that card and any new details you want to add to focus it better.</p><p></p><p></p><p>Another idea is to have at least one full session before the game starts devoted to character generation, and to encourage the players to collaborate on backgrounds and plot hooks. Get 'em talking to each other and brainstorming reasons why their PCs hang out together, what kinds of things they want to do in the game, and so on. (That this also lets you spot potential problems before they appear in the game is just gravy.)</p><p></p><p></p><p>Giving in-character rewards (extra stat points, better resources, etc.) to PCs whose players come up with good backgrounds can work, too, but you have to worry about whether some of your players will get annoyed because their work schedule or home life doesn't give them as much time to write up stuff like that as someone else in the group has.</p><p></p><p>--</p><p>it's also advisable to let the players know that you really <em>want</em> plot hooks</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1823471, member: 16936"] A friend of mine yoinked this idea off rpg.net, and was very pleased with it: Write up a bunch of index cards, each with a somewhat vague plot hook, NPC contact, or background detail on it. Deal 'em all out face-up, let the players look them over, and then tell them to pick the three or four that they like the best. Stuff like "your uncle, who has always treated you as his own child, is involved in a criminal organization," for example. Then, if they like, they can add details to what's written on the card, or you can do it for them. Mostly this is a technique to help players who don't really enjoy writing up lots of detailed background or plot hooks but would probably enjoy [i]having[/i] a detailed background and plot hooks. It's a way of giving them stuff that they know can and will be incorporated into the game. Later on in the game when the party is messing around with some kind of crime investigation, that player can say "Hey, I've got an uncle who could help us out..." and you're set. The other advantage is that, as a GM, you can prepare things to fit the cards well in advance of starting the game or even knowing who the characters are. You can work out the details of the criminal organization and make notes on the uncle, and just come back later on to make a note about which PC selected that card and any new details you want to add to focus it better. Another idea is to have at least one full session before the game starts devoted to character generation, and to encourage the players to collaborate on backgrounds and plot hooks. Get 'em talking to each other and brainstorming reasons why their PCs hang out together, what kinds of things they want to do in the game, and so on. (That this also lets you spot potential problems before they appear in the game is just gravy.) Giving in-character rewards (extra stat points, better resources, etc.) to PCs whose players come up with good backgrounds can work, too, but you have to worry about whether some of your players will get annoyed because their work schedule or home life doesn't give them as much time to write up stuff like that as someone else in the group has. -- it's also advisable to let the players know that you really [i]want[/i] plot hooks ryan [/QUOTE]
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