Plot Hooks Necessary for Every Character?

Sado

First Post
I'm GM-ing my first game, and I'm trying to make it enjoyable for everyone and throw in a little something for each character. One of them, the way it's working out, I just don't have a major plot angle for them. I'm going to make sure to include sevral chances for them to use the skills that are unique to their character type, but as far as being part of the story, I have something for every character except this one. He's kind of just tagging along. Which is entirely possible and reasonable after the way the opening scene of the adventure turned out, but I'd just like to make sure this player's character isn't left out.

Is it important for every character to be tied into the plot in some way (even if it's just a little side-plot that is not essential to the main story, like a side quest Baldurs Gate or Neverwinter Nights)? Can anyone just be a tag-along and still have a good time?
 

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Sado said:
I'm GM-ing my first game, and I'm trying to make it enjoyable for everyone and throw in a little something for each character. One of them, the way it's working out, I just don't have a major plot angle for them. I'm going to make sure to include sevral chances for them to use the skills that are unique to their character type, but as far as being part of the story, I have something for every character except this one. He's kind of just tagging along. Which is entirely possible and reasonable after the way the opening scene of the adventure turned out, but I'd just like to make sure this player's character isn't left out.

Is it important for every character to be tied into the plot in some way (even if it's just a little side-plot that is not essential to the main story, like a side quest Baldurs Gate or Neverwinter Nights)? Can anyone just be a tag-along and still have a good time?
Nah, it's not that important. THink of it like a story arc for a television show.

Every character is not immiediately tied into the story at first and the stories work out better that way if a character's role is developed over time. I have a monk in my campaign whom has no connection at all to the plot. She was a surprise character that popped up 3 months ago and I havn't really thought of what to do with her. However, I've layed some easter eggs around. Every now and then I"ll write up a dream sequence for her in which she sees a darkened man that she does not know. Honestly i have no idea who the heck this person will be, but it keeps her interested without me getting convulted about the story.

That maybe be the best bet to go. The easter eggs don't have to be explained up front but it leaves the player at least thinking that he has something coming along the pipe as far as story.
 

Sado said:
Is it important for every character to be tied into the plot in some way (even if it's just a little side-plot that is not essential to the main story, like a side quest Baldurs Gate or Neverwinter Nights)? Can anyone just be a tag-along and still have a good time?

I think it's pretty important, although not necessarily in the first couple of adventures. There are some other factors at work, though, which would be good to know about.

How experienced is the player of the unconnected character? Experienced players will be able to make their own hooks as they go, or enjoy the game without needing to de quite so dialed in. A new player, on the other hand, may need to be pushed into the limelight in the first adventure to really get into the game.

Did you get background material from that player? If so, is it boring/uninspired/etc.? You can always ask questions based on their background, or give them specific things to flesh out, so that it gives you material to work with.

How tied-in are the other PCs? If everyone else gets major plot elements worked around them (etc.), it's going to stand out a lot more than if it would if that's not the case.
 

Sado said:
Is it important for every character to be tied into the plot in some way (even if it's just a little side-plot that is not essential to the main story, like a side quest Baldurs Gate or Neverwinter Nights)? Can anyone just be a tag-along and still have a good time?

No, but it ultimately depends on the group. I a game I'm in none of the character had plots personal to them. We just puruse adventure on the major plots that effect everyone. TYHis is much easier for the DM to run and for the players to follow. as might be expected most of the people in the group (DM included) are just getting back into gaming so we do simplify some things because of it.
 

haiiro said:
Did you get background material from that player? If so, is it boring/uninspired/etc.? You can always ask questions based on their background, or give them specific things to flesh out, so that it gives you material to work with.

How tied-in are the other PCs? If everyone else gets major plot elements worked around them (etc.), it's going to stand out a lot more than if it would if that's not the case.

I have background material. There is a bit about a father who was killed while travelling abroad. I thought about including something like him being still alive, or the character finding out who killed him and going after them, but it wouldn't really fit in with the main plot, and I think it would be pretty obvious it was tacked on.

Two of the PC's are connected, but the other three have all been thrown together because of an outside threat they fleeing from. The two that are already connected have the biggest part of the plot revolving around them. The others are not quite as big, but still noticeable. Should I downplay, or even write out, the plot hooks for one or two of the others as well to make it more even?
 

You should be fine. In a recent game, one of the few tabletop games where I get to play instead of GMing, the GM created an adventure that not only didn't have an appropriate hook for me at all but also seemed designed specifically to make my character useless (the hook was an offer of employment from an organisation that my Telepath distrusts and dislikes, and the dungeon was full of undead and vermin that were immune to mind-affecting spells), and we still had fun.
 

Crothian said:
No, but it ultimately depends on the group. I a game I'm in none of the character had plots personal to them. We just puruse adventure on the major plots that effect everyone. TYHis is much easier for the DM to run and for the players to follow. as might be expected most of the people in the group (DM included) are just getting back into gaming so we do simplify some things because of it.

To be honest, everyone has a reason to be going on together (running away from the big impending doom). I just wanted everyone to have the spotlight for a moment. Maybe I could throw in some more chances for the character in question to use his unique skills?
 

Sado said:
To be honest, everyone has a reason to be going on together (running away from the big impending doom). I just wanted everyone to have the spotlight for a moment. Maybe I could throw in some more chances for the character in question to use his unique skills?

That is a good way to have a character shine. Allow them to show what they can do and place encounters in for them.
 

Sado,

Here's a trick: make the players decide why they are adventuring together. They'll like whatever they come up with (no matter how bad) more than anything you come up with (no matter how good).

The more the players are involved in the campaign the better.
 

Only if the player wants it.

Some players, for whatever reasons, don't want any responsibility or strong ties to a particular story. They don't want sub-plots about them, and they don't want to have to make decisions that guide where the group goes.

In my experience, that's fairly rare, though.

I like the ambigous dream idea. It gives the illusion of far reaching plans on the DM's part. When they finally find out who this mysterious figure is, they'll think that the DM had it planned the whole time! I like subtle clues that don't make it feel forced. Also, if all the PCs have a connection to the main plot at the outset, it limits the DM. Tying in a PC during the campaign is good, because it is their own actions that have brought them into the plot.
 

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