How Detailed Should Adventure Hooks Be?

Dog Moon

Adventurer
Okay, for the creatures I've been creating in the Homebrews Forum [of which more people should check out], I've started adding Adventure Hooks partly in case someone wants to use them and partly because it gives me additional ideas for more creatures.

However, I'm not sure how many details people want. Personally, I've always found the one line ideas in various WOTC sources to be way too short, but I don't want to write the entire adventure.

Atm, I've basically left things fairly open, not even naming BBEGs in case a person has someone else in mind, and have written things in a general sense without many specifics.

This, of course, assumes that people care about the Adventure Hooks or even use them, I guess.
 

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Crothian said:
My own hooks are just enough to get the players interested.

But what would you want if I supplied hooks on creatures I've made and posted? [Pretend for a moment that you're actually planning on using one of them]
 

Okay, I went over there and read some. I actually think you might want to adpot the hook, line, and sinker idea Palladium uses (or used, I don't klnow if they kept doing it). The hook is what gets the players involved. The line is more about the protangaist. And the sinker is the reveal or twist.

Your's aren't that bad. They might need a bit of info for some of them.
 

Crothian said:
Okay, I went over there and read some. I actually think you might want to adpot the hook, line, and sinker idea Palladium uses (or used, I don't klnow if they kept doing it). The hook is what gets the players involved. The line is more about the protangaist. And the sinker is the reveal or twist.

Hmm. Might not be a bad idea. I've been trying to think of a way to set them up a little bit better cause at the moment, it's more mental ramblings written down in no real specific way.

Crothian said:
Your's aren't that bad. They might need a bit of info for some of them.

Yeah, that's partly why I wanted to ask other peoples' opinions. I kept thinking that I wanted an Adventure Hook, not an Adventure Synopsis. Since I seemed to be heading towards the latter, I tended to keep things general/short in order to avoid that, but I might have to spread them out a little bit more to get everything down that I have in my head.

As might be obvious, but I've never done anything like this before.
 

From experience- be clear.

Our GM loves long drawn out hooks that so much time goes by we forget about, then they become real issues.

If you need to have a rehash- then declare at the beginning of the session all the clues and such that point to the hooks/clues of the hooks.

Oh, and big time remember that your player do not see everything thing that you see, most of the time they have forgotten all about things that seem clear as day to you.

Take care, and have fun
 


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