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Help a DM engage the players in his campaigns arc.
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<blockquote data-quote="Quickleaf" data-source="post: 2426989" data-attributes="member: 20323"><p>Well, for what it's worth, every time I've thought the players were hard-headed and weren't getting my <em>ingenious incredible sneaky lovingly-crafted sinister beautiful</em> plot hooks, it turned out they felt I was being unclear, unfair, railroading, or too serious. Hmm. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png"  class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid    :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p></p><p>I use concise description that focuses on just one theme/sense. I create skill/ ability/ investigation DC charts. I say "yes" to my players. I have them possess the answer all along in an encoded object. I have a hated villain feign his death, revealing a secret to the PCs upon "dying" at their feet. I have a collection of rumors they can pick up when traveling in civilized areas. I incorporate the information in the personality/attitudes of various NPCs. I have them find magical tomes that need to be researched. I have them accidentally come across a plot hook while searching a villain's lair. Of course, they visionary dreams (though I overused this one a bit).</p><p></p><p>Consider some of these possibilities:</p><p><strong>Your agenda:</strong> You want to pass along information to the PCs. That's good. But are you attached to <em>which</em> bit of information they learn? If so, perhaps your group is better served by being provided with several plot threads to pick from.</p><p><strong>Lack of clarity:</strong> What seems perfectly obvious to you (because you made it up!) can require what seems like bluntly obvious methods to convey to your players. If show-don't-tell doesn't work, then TELL, just don't tell all. A little help from NPCs every now and then is fine (though if they're high-level or expereinced players, they shouldn't need it).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2426989, member: 20323"] Well, for what it's worth, every time I've thought the players were hard-headed and weren't getting my [i]ingenious incredible sneaky lovingly-crafted sinister beautiful[/i] plot hooks, it turned out they felt I was being unclear, unfair, railroading, or too serious. Hmm. :uhoh: I use concise description that focuses on just one theme/sense. I create skill/ ability/ investigation DC charts. I say "yes" to my players. I have them possess the answer all along in an encoded object. I have a hated villain feign his death, revealing a secret to the PCs upon "dying" at their feet. I have a collection of rumors they can pick up when traveling in civilized areas. I incorporate the information in the personality/attitudes of various NPCs. I have them find magical tomes that need to be researched. I have them accidentally come across a plot hook while searching a villain's lair. Of course, they visionary dreams (though I overused this one a bit). Consider some of these possibilities: [b]Your agenda:[/b] You want to pass along information to the PCs. That's good. But are you attached to [i]which[/i] bit of information they learn? If so, perhaps your group is better served by being provided with several plot threads to pick from. [b]Lack of clarity:[/b] What seems perfectly obvious to you (because you made it up!) can require what seems like bluntly obvious methods to convey to your players. If show-don't-tell doesn't work, then TELL, just don't tell all. A little help from NPCs every now and then is fine (though if they're high-level or expereinced players, they shouldn't need it). [/QUOTE]
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