(Psi)SeveredHead
Adventurer
The two cliches I'm looking at are using family or friends as plot hooks, or patrons. Not that they're bad, but virtually all the adventures I've read use them, and some variety would be nice. The cliches are as follows:
1) Using family members or friends. If anyone has watched "Murder She Wrote", you'll notice Mrs. Fletcher is always seeing friends getting killed off. Frequently adventure plots avoid this, but instead put a friend or relative in trouble.
2) Using a patron. A patron makes things easier, as they can easily get information needed by the players, and they can easily arrange transportation to other countries .... weapons included. Having said that, they frequently put restrictions on what the players can do.
High-ranking patrons, including the temporary kind, are unlikely to employ the players unless they have a fabulous reputation - and since adventuring groups rarely exist in a Modern era, it causes one to wonder why they wouldn't go to a private mercenary firm instead.
I think we could create a list of other types of plot hooks here that fit a wide variety of character assumptions. These could be added to any adventure if the players "don't care" or if they're a bit tired of bailing out friends and relatives.
1) Using family members or friends. If anyone has watched "Murder She Wrote", you'll notice Mrs. Fletcher is always seeing friends getting killed off. Frequently adventure plots avoid this, but instead put a friend or relative in trouble.
2) Using a patron. A patron makes things easier, as they can easily get information needed by the players, and they can easily arrange transportation to other countries .... weapons included. Having said that, they frequently put restrictions on what the players can do.
High-ranking patrons, including the temporary kind, are unlikely to employ the players unless they have a fabulous reputation - and since adventuring groups rarely exist in a Modern era, it causes one to wonder why they wouldn't go to a private mercenary firm instead.
I think we could create a list of other types of plot hooks here that fit a wide variety of character assumptions. These could be added to any adventure if the players "don't care" or if they're a bit tired of bailing out friends and relatives.