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DMs: Are you a "plot-nazi"?
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<blockquote data-quote="Uller" data-source="post: 273780" data-attributes="member: 413"><p>My plot hooks are usually up front and clear. They are like big billboards that say "ADVENTURE THIS WAY!" Sometimes they are red-herrings, and sometimes they are a chance at a side-trek if the current series of events is growing stale. I try to never be subtle with players when it comes to keeping things moving because I find that players miss my subtler clues or misinterprit them.</p><p></p><p>Within a series of adventures, the hooks are usually very plausible clues about what is going on around the PCs. For instance, one of the adventures I am currently running involves a powerful cleric who has recently purchased a very large amount of onyx...Since my players may miss that clue, I will find a way to point out that onyx is used to create undead (and this cleric has left some undead in his wake). So the idea is that the players will hopefully grow concerned as to why a cleric would purchase enough onyx to create 200 undead. Whether that will lure them into a future adventure or not, I don't know (if not, they will eventually hear about a nearby village being over run by ghouls).</p><p></p><p>Other hooks tend to be the coincidental sort. They happen to be in town when the Mayor and his daughter are attacked by a werewolf...the creature seemed to avoid harming the girl, but nearly killed the mayor...this event has nothing to do with the PCs except that I had it happen at a time and place when they would know about it so that they can do something about it if they want.</p><p></p><p>I openly remind them of all the hooks they are currently aware of.</p></blockquote><p></p>
[QUOTE="Uller, post: 273780, member: 413"] My plot hooks are usually up front and clear. They are like big billboards that say "ADVENTURE THIS WAY!" Sometimes they are red-herrings, and sometimes they are a chance at a side-trek if the current series of events is growing stale. I try to never be subtle with players when it comes to keeping things moving because I find that players miss my subtler clues or misinterprit them. Within a series of adventures, the hooks are usually very plausible clues about what is going on around the PCs. For instance, one of the adventures I am currently running involves a powerful cleric who has recently purchased a very large amount of onyx...Since my players may miss that clue, I will find a way to point out that onyx is used to create undead (and this cleric has left some undead in his wake). So the idea is that the players will hopefully grow concerned as to why a cleric would purchase enough onyx to create 200 undead. Whether that will lure them into a future adventure or not, I don't know (if not, they will eventually hear about a nearby village being over run by ghouls). Other hooks tend to be the coincidental sort. They happen to be in town when the Mayor and his daughter are attacked by a werewolf...the creature seemed to avoid harming the girl, but nearly killed the mayor...this event has nothing to do with the PCs except that I had it happen at a time and place when they would know about it so that they can do something about it if they want. I openly remind them of all the hooks they are currently aware of. [/QUOTE]
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DMs: Are you a "plot-nazi"?
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