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General Tabletop Discussion
*Pathfinder & Starfinder
Plot Hook Problems?
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<blockquote data-quote="Incendax" data-source="post: 5377618" data-attributes="member: 7849"><p>I'm having a horrible chain reaction in my group where I put a talking portrait in front of the players and they just stuffed it into their bag of holding the moment it started talking to them. To make up for that I set up an interesting plot piece where a naga was imprisoned by narcotic mushrooms, and the party opted to avoid the danger the mushrooms represented instead of interrogating the naga for information. To make up for that I had the party encounter a group of foes that were going to sacrifice the previous naga whom the party defeated. They recovered ancient documents written in a foreign language (and reminded the group that the wizard had comprehend languages) but even days after getting the papers they still never bothered to use the ritual on them. When they tried to leave the location of the plot I even heinously railroaded them with a huge and obviously impossible to beat monster to try and scare them back to the plot point. Instead they spent a half hour coming up with a way to escape the monster.</p><p></p><p>So I said screw it and let them escape. The party proceeded to muck around and do a few other things, but at the end of the game half the group told me they felt like there really wasn't much of a plot. I explained to them all the ways they had blatantly avoided any plot, and they countered by saying that I should have used more relevant plot hooks.</p><p></p><p>So, at what point does it cease to become the responsibility of the storyteller to introduce new plot hooks and it becomes the responsibility of the players to bite at the existing plot hooks?</p></blockquote><p></p>
[QUOTE="Incendax, post: 5377618, member: 7849"] I'm having a horrible chain reaction in my group where I put a talking portrait in front of the players and they just stuffed it into their bag of holding the moment it started talking to them. To make up for that I set up an interesting plot piece where a naga was imprisoned by narcotic mushrooms, and the party opted to avoid the danger the mushrooms represented instead of interrogating the naga for information. To make up for that I had the party encounter a group of foes that were going to sacrifice the previous naga whom the party defeated. They recovered ancient documents written in a foreign language (and reminded the group that the wizard had comprehend languages) but even days after getting the papers they still never bothered to use the ritual on them. When they tried to leave the location of the plot I even heinously railroaded them with a huge and obviously impossible to beat monster to try and scare them back to the plot point. Instead they spent a half hour coming up with a way to escape the monster. So I said screw it and let them escape. The party proceeded to muck around and do a few other things, but at the end of the game half the group told me they felt like there really wasn't much of a plot. I explained to them all the ways they had blatantly avoided any plot, and they countered by saying that I should have used more relevant plot hooks. So, at what point does it cease to become the responsibility of the storyteller to introduce new plot hooks and it becomes the responsibility of the players to bite at the existing plot hooks? [/QUOTE]
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Plot Hook Problems?
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