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"Cool setting, bro. But what's the hook for the PCs?"
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<blockquote data-quote="BookTenTiger" data-source="post: 8135997" data-attributes="member: 6685541"><p>This reminds me of an article I read by Monte Cook years and years ago about the "default story" of a D&D setting. At that time in 3rd Edition, Cook argued (if I recall correctly) that the default story was:</p><ul> <li data-xf-list-type="ul">Explore a dungeon, fight baddies</li> <li data-xf-list-type="ul">Get loot</li> <li data-xf-list-type="ul">Go back to town and sell loot</li> <li data-xf-list-type="ul">Buy better equipment</li> <li data-xf-list-type="ul">Return to dungeon / go to new dungeon</li> </ul><p></p><p>Cook said that no matter what other bells and whistles a D&D campaign had, the players could expect the rules to allow them to play out that default story- even if that was not the story the campaign was telling.</p><p></p><p>The idea of a "default story" is something I try to build into my custom campaign worlds. If the adventurers have no direct hooks in front of them, what's the expectation?</p><p></p><p>Right now the default story is "fight the nearest vampire lord, help the oppressed, get more powerful to eventually defeat the BBEG."</p><p></p><p>For my dream campaign though, I would love to create that default story with the players. It would be so much fun to sit down at Session 0 and ask, "What is the life of an adventurer in this campaign?" And then build up a campaign world around that.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8135997, member: 6685541"] This reminds me of an article I read by Monte Cook years and years ago about the "default story" of a D&D setting. At that time in 3rd Edition, Cook argued (if I recall correctly) that the default story was: [LIST] [*]Explore a dungeon, fight baddies [*]Get loot [*]Go back to town and sell loot [*]Buy better equipment [*]Return to dungeon / go to new dungeon [/LIST] Cook said that no matter what other bells and whistles a D&D campaign had, the players could expect the rules to allow them to play out that default story- even if that was not the story the campaign was telling. The idea of a "default story" is something I try to build into my custom campaign worlds. If the adventurers have no direct hooks in front of them, what's the expectation? Right now the default story is "fight the nearest vampire lord, help the oppressed, get more powerful to eventually defeat the BBEG." For my dream campaign though, I would love to create that default story with the players. It would be so much fun to sit down at Session 0 and ask, "What is the life of an adventurer in this campaign?" And then build up a campaign world around that. [/QUOTE]
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"Cool setting, bro. But what's the hook for the PCs?"
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