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New Dungeoncraft: The Dungeons of Greenbrier Chasm
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<blockquote data-quote="Primal" data-source="post: 4063757" data-attributes="member: 30678"><p>I fully agree with this, although I'd also add what Klaus said: sometimes it's best to let the player determine his character's motives for "swallowing" a hook. </p><p></p><p>Usually before I start a campaign I ask my players what type of characters they want to play and whether they'd prefer an urban or rural setting. Then I work out the premise of the campaign, and at the beginning of the first session we finalize the backstories and think of some potential hooks/motivations for the characters. Yet it doesn't work for everyone, so sometimes (i.e. with inexperienced players) it's better to use the "DM fiat" for the first session. Note, however, that although it's fine by me to say that the villagers of Greenbrier force the PCs to take part in the Rite of Passage, as long as you can tell any players who care to ask *WHY* this sort of rite exists in the community. </p><p></p><p>Usually I drop a lot of potential hooks during a session, if possible. At the end of each session I ask my players if they have any ideas what they want to do during the next session, because it helps with prep work and also caters to their needs better. This doesn't mean that I don't prepare some nasty surprises, but if they'd rather explore the level 3 of the Spiderhaunted Spire than go for the the adventure I thought I'd run, I dig out my notes on the Spire and work on it -- unless there's a campaign plot-related reason to use the other adventure instead.</p></blockquote><p></p>
[QUOTE="Primal, post: 4063757, member: 30678"] I fully agree with this, although I'd also add what Klaus said: sometimes it's best to let the player determine his character's motives for "swallowing" a hook. Usually before I start a campaign I ask my players what type of characters they want to play and whether they'd prefer an urban or rural setting. Then I work out the premise of the campaign, and at the beginning of the first session we finalize the backstories and think of some potential hooks/motivations for the characters. Yet it doesn't work for everyone, so sometimes (i.e. with inexperienced players) it's better to use the "DM fiat" for the first session. Note, however, that although it's fine by me to say that the villagers of Greenbrier force the PCs to take part in the Rite of Passage, as long as you can tell any players who care to ask *WHY* this sort of rite exists in the community. Usually I drop a lot of potential hooks during a session, if possible. At the end of each session I ask my players if they have any ideas what they want to do during the next session, because it helps with prep work and also caters to their needs better. This doesn't mean that I don't prepare some nasty surprises, but if they'd rather explore the level 3 of the Spiderhaunted Spire than go for the the adventure I thought I'd run, I dig out my notes on the Spire and work on it -- unless there's a campaign plot-related reason to use the other adventure instead. [/QUOTE]
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