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<blockquote data-quote="Rel" data-source="post: 1666270" data-attributes="member: 99"><p>I too think that more personal plot hooks will get your players to engage these side adventures a bit more readily. The other solution is to have only the tip of the "encounter iceberg" ready at a given time. Take the example of the Assassin Guild:</p><p></p><p>Don't stat out every NPC in the guild when you imagine the encounter. Know the stats for the assassin you send after the party. More than likely the PC's will (if they want to pursue the encounter) start asking around about the local Assassins Guild. Gin up the stats for a band of thugs (generic Fighters or Rogues from the DMG work just fine here) along with the earlier assassin and have them come after the PC's, preferably someplace interesting. If the session hasn't ended yet, feel free to drop another bunch of thugs on them or hit them with a Roleplaying encounter by somebody whose family member was killed by the guild and wants to offer info about one of their hideouts or something.</p><p></p><p>If you've made it that far then the PC's have effectively bitten the hook. At that point you go home from the session and work up the details you need for a more full-blown confrontation between the PC's and Assassins to follow next session.</p><p></p><p>And on a completely unrelated note, I hope both Quasqueton and Mulkhoran will both be able to make it to the next NC Game Day (Sept 25). Look for a thread to start on that subject next week. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Rel, post: 1666270, member: 99"] I too think that more personal plot hooks will get your players to engage these side adventures a bit more readily. The other solution is to have only the tip of the "encounter iceberg" ready at a given time. Take the example of the Assassin Guild: Don't stat out every NPC in the guild when you imagine the encounter. Know the stats for the assassin you send after the party. More than likely the PC's will (if they want to pursue the encounter) start asking around about the local Assassins Guild. Gin up the stats for a band of thugs (generic Fighters or Rogues from the DMG work just fine here) along with the earlier assassin and have them come after the PC's, preferably someplace interesting. If the session hasn't ended yet, feel free to drop another bunch of thugs on them or hit them with a Roleplaying encounter by somebody whose family member was killed by the guild and wants to offer info about one of their hideouts or something. If you've made it that far then the PC's have effectively bitten the hook. At that point you go home from the session and work up the details you need for a more full-blown confrontation between the PC's and Assassins to follow next session. And on a completely unrelated note, I hope both Quasqueton and Mulkhoran will both be able to make it to the next NC Game Day (Sept 25). Look for a thread to start on that subject next week. ;) [/QUOTE]
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