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How do you know an adventure is "good" just from reading it?
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<blockquote data-quote="Nightfly" data-source="post: 9128990" data-attributes="member: 89601"><p>Let me mention a specific hook that I love.</p><p></p><p>In the Pathfinder adventure path <em>The Curse of the Crimson Throne</em>, the party is brought together by a mysterious fortune-teller whose son was murdered by an especially evil local crime lord. Each PC has also been wronged by that crime lord in whatever manner the player chooses; selecting why your character wants to see him dead is an important part of character creation, and what you choose even gives some mechanical benefits in the Pathfinder system. So at the very outset, the party has a deeply personal mission in common to drive them forward and bind them together. </p><p></p><p>The crime lord is a bit of a McGuffin, but he serves his purpose: the common cause can force a lawful good paladin and a chaotic evil rogue to put aside their differences and work together for a common goal. By the time that goal is reached, everyone has learned to trust each other and fight together against the greater evil. Later, when end-of-the-world stuff starts to go down, all the players are a lot more invested than they probably would have been if they'd just met in a tavern and hired to kill some rats.</p><p></p><p>Now THAT is a hook. And having run all six adventures in <em>Curse</em> all the way through to the end for a party, I promise you it mattered for more than five minutes. Getting off on the right foot matters.</p></blockquote><p></p>
[QUOTE="Nightfly, post: 9128990, member: 89601"] Let me mention a specific hook that I love. In the Pathfinder adventure path [I]The Curse of the Crimson Throne[/I], the party is brought together by a mysterious fortune-teller whose son was murdered by an especially evil local crime lord. Each PC has also been wronged by that crime lord in whatever manner the player chooses; selecting why your character wants to see him dead is an important part of character creation, and what you choose even gives some mechanical benefits in the Pathfinder system. So at the very outset, the party has a deeply personal mission in common to drive them forward and bind them together. The crime lord is a bit of a McGuffin, but he serves his purpose: the common cause can force a lawful good paladin and a chaotic evil rogue to put aside their differences and work together for a common goal. By the time that goal is reached, everyone has learned to trust each other and fight together against the greater evil. Later, when end-of-the-world stuff starts to go down, all the players are a lot more invested than they probably would have been if they'd just met in a tavern and hired to kill some rats. Now THAT is a hook. And having run all six adventures in [I]Curse[/I] all the way through to the end for a party, I promise you it mattered for more than five minutes. Getting off on the right foot matters. [/QUOTE]
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How do you know an adventure is "good" just from reading it?
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