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Encouraging Player Curiousity
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<blockquote data-quote="Hadrian the Builder" data-source="post: 5084445" data-attributes="member: 73776"><p>Well, there are some great ideas here. </p><p></p><p>First, let me make it clear that I don't have reams of background details already made up for my players, which is kind of a newbie DM mistake that I just don't have time to do anymore. Except for having a solid idea in my own head about the major bad guys and story arcs, I create details on the fly. Most of my prep work is related to skill challenges and encounters.</p><p></p><p>I really like Pcat's idea about keeping the party in a small town, but I'll have to find ways to expand it geographically, since this is a continent spanning, on-the-run campaign.</p><p></p><p>I don't have time to write up a newspaper, but I bet I could give them some snippets of headlines or stories anytime they ask around (like when they are doing streetwise-type footwork) or at the start of the game.</p><p></p><p>@Exploder Wizard</p><p>This is really the crux of my problem. My players just don't seem to pursue plot hooks. They almost always wait until something obvious comes up and they just do that. I'm not looking for them to immerse themselves in a detailed world...I just want to see a little more interest in plot hooks.</p><p></p><p>For example, two of the players were framed, at 1st level, the start of the campaign, for crimes they did not commit. Figuring out who framed them and why is a keystone of the campaign. And none of the players have tried to figure out who did it or why..and they're almost out of heroic tier.</p></blockquote><p></p>
[QUOTE="Hadrian the Builder, post: 5084445, member: 73776"] Well, there are some great ideas here. First, let me make it clear that I don't have reams of background details already made up for my players, which is kind of a newbie DM mistake that I just don't have time to do anymore. Except for having a solid idea in my own head about the major bad guys and story arcs, I create details on the fly. Most of my prep work is related to skill challenges and encounters. I really like Pcat's idea about keeping the party in a small town, but I'll have to find ways to expand it geographically, since this is a continent spanning, on-the-run campaign. I don't have time to write up a newspaper, but I bet I could give them some snippets of headlines or stories anytime they ask around (like when they are doing streetwise-type footwork) or at the start of the game. @Exploder Wizard This is really the crux of my problem. My players just don't seem to pursue plot hooks. They almost always wait until something obvious comes up and they just do that. I'm not looking for them to immerse themselves in a detailed world...I just want to see a little more interest in plot hooks. For example, two of the players were framed, at 1st level, the start of the campaign, for crimes they did not commit. Figuring out who framed them and why is a keystone of the campaign. And none of the players have tried to figure out who did it or why..and they're almost out of heroic tier. [/QUOTE]
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