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have players submit plot hooks?

I like the idea. In my opinion players could stand to get a lot more involved in story-telling and world-creating, and D&D is a collaborative activity where the action and unfolding of events takes place solely in the mind of the DM and players, is it not? As a DM, why not tap all the other resources at the table?
 

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Something I found out:

If you have a way to distribute or post physical or e-copies of a campaign "gossip sheet"- whether in the form of an actual proclamation that woud be posted at the village square or just a random collection of things they've overheard, your players will speculate as to the actual nature of the rumors.

They will do it at the table. They will do it online. They will do it at the burger joint in which your group takes its dinner break.

And by keeping your mouth shut and your ears open, they will drop more plot hooks on you than you could possibly imagine. Possibly more than you can use.

I tried it years ago in a supers campaign, and after the first few adventures, I never had to worry about writer's block again. They effectively gave me over a year's worth of adventure ideas over the 3 years of the campaign.

Bonus#1: they thought they were reading my mind and outsmarting me. This smugness led to more talk, reinforcing the feedback loop.

Bonus#2: I always knew what kind of adventure my players were looking for at any given time. If they wanted more intrigue, they'd actually SAY it- casually, around the table, thinking I didn't hear them.
 

As a player I throw out tons of plot hooks for my characters, some times the GM might take a little nibble on them but more often they are just my offerings and nothing comes of them.

Once in a while I will write up a couple pages of stuff my character did between adventures and the GM will okay the tail or deny it happened.

Our GM is really good, he has his own vision of the campaign and I understand that, so when he turns down my plot suggestions I know its because his ideas are ten times better then mine.
 

Harmon said:
As a player I throw out tons of plot hooks for my characters, some times the GM might take a little nibble on them but more often they are just my offerings and nothing comes of them.

Once in a while I will write up a couple pages of stuff my character did between adventures and the GM will okay the tail or deny it happened.

Our GM is really good, he has his own vision of the campaign and I understand that, so when he turns down my plot suggestions I know its because his ideas are ten times better then mine.

I think it's more of a DM's thing, players can be constantly throwing off possible hooks, but if the DM is not receptive, nothing will happen. Note that the DM might not be receptive by the simple reason he's not thought about players' comments as possible hooks.
 

Dannyalcatraz said:
Something I found out:

If you have a way to distribute or post physical or e-copies of a campaign "gossip sheet"- whether in the form of an actual proclamation that would be posted at the village square or just a random collection of things they've overheard, your players will speculate as to the actual nature of the rumors.

They will do it at the table. They will do it online. They will do it at the burger joint in which your group takes its dinner break.

And by keeping your mouth shut and your ears open, they will drop more plot hooks on you than you could possibly imagine. Possibly more than you can use.
I can second Danny's idea. One of the D&D games I am involved in, a homebrew, is based in a large city with very divided leadership. Every few sessions he produces a physical copy of the local gossip sheet. And w sit around reading it before the game kicks off. He definitely listens to our thoughts. And since it also reports on our actions, it can help clarify what we have been involved in. (Be honest, haven't we all encountered plots that we didn't quite understand at the time we were playing them - this gives us an IC advice as to the meaning and clues to the consequences.)

Definitely some effort but I reckon well worth it!
 

I don't like to ask players specifically for plot hooks, mainly because a) I think doing so creates an expectation that they be followed, and b) it ruins most of the surprise of the campaign.

At the start of each campaign, I send out a questionnaire to my players, asking them for their goals, both in character, and out of character. For instance, a paladin may have a goal to free his homeland from tyranny, whereas his player may dream of wielding a Holy Avenger for the first time in a game. Metagame goals are perfectly acceptable.

I then take these goals, along with their backstories, and brainstorm my own storylines.
 

I've never actually asked the players to generate plot hooks for me. I have to side with Lord Pendragon with believing doing so would ruin the surprise of the campaign. That said, the "local rumour sheet" idea sounds fantastic, and definitely something I'm going to have to try.

One thing I have done several times though is to start up a "campaign xanga." Xanga is one of those blogging sites, and just happens to be popular amongst my friends. Then I distribute the username/password to all of the players and let them post up whatever they want. I've seen them write up everything from detailed character journals to out of character banter, and I've drawn all sorts of plot hooks from things that have gone up on the campaign site. Plus, it's all written down there in case I need to reference anything later.
 

this is how i run my OD&D campaign.

my players submit all the plot hooks. it is my job to blend them in so they fit. and build a world around them.
 

Lord Pendragon said:
I don't like to ask players specifically for plot hooks, mainly because a) I think doing so creates an expectation that they be followed, and b) it ruins most of the surprise of the campaign.
I confess that I do do this, and have never found it a problem. So long as players understand that they are only OOC throwing out ideas, it doesn't create expectations that are a problem. And my experience has also been that players will come up with many many more ideas than we could ever use in a single campaign, so I always have plenty to choose from! :)

Lord Pendragon said:
At the start of each campaign, I send out a questionnaire to my players, asking them for their goals, both in character, and out of character. For instance, a paladin may have a goal to free his homeland from tyranny, whereas his player may dream of wielding a Holy Avenger for the first time in a game. Metagame goals are perfectly acceptable.
That last point about metagame goals is important too. I always try and glean those elements too. I don't find it at all wrong for a player to want to get certain items, or defeat certain foes, a prestige class obtained, or substitute abilities developed. We are playing this for fun so if there's something that they would find fun that I can accommodate I am happy to do so.
 

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