Plot Hooks Necessary for Every Character?

I'm one of these easy players ... gimme a character and point me in a direction, I'll help develop any character plots and not stick it completely on the DM (not that I need a character hook, most of the time I'd rather just play rather than have to be the center of attention)
 

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I understand your concerns.

I had a fairly stoic player running a monk in my last campaign, and he was playing it pretty well. But because of his nature, it was hard for me to guage if he was enjoying himself. Since he didn't want the material goodies that the rest of the party was mopping up, getting him appropriate rewards beyond XP was tough.

Then, in the middle of an archer ambush, he waded through the dealy projectiles, deflecting as he went... By getting into the archers, he freed up the rest of the party to attack. He was grinning ear to ear by the end of the evening- he had basically saved the party with just a few key rolls.

Similarly, when the Druid finally got his chance to Call Lightning, he was overjoyed. Ditto the Paladin facing a Necromancer at close range, etc.

So, while you don't need to generate plot hooks for each PC, setting up the occasional encounter that plays into their PC's core strengths gives each player a chance to shine. And a single moment like that can carry a player for months.

But if you really want to get some kind of hook into your players, one of the best ways is the old standby- the Master Villain, someone that they can fight repeatedly, foiling his minions and machinations time and time again. Just make sure not to use him too often (he can't be the sole source of opposition in the campaign) and you MUST eventually give the PCs a chance to bring him down for good.
 

Dannyalcatraz said:
So, while you don't need to generate plot hooks for each PC, setting up the occasional encounter that plays into their PC's core strengths gives each player a chance to shine.
I take the same approach as GM.

First off, my games tend to be pretty 'plot-lite' - as a general rule, my adventures are usually either site-based or character-driven. For example, for our last Modern game, I gave the characters exactly one hook: the introduction. After that they were on their own. I created the villains and developed their plans as if the adventurers didn't exist - the hook simply put the players in contact with a piece of that plan. After that everything was driven by the players' and the villains' actions and reactions - there was nothing like, "First the players will encounter this...then later this will happen...and then this..." I really had no idea after the initial set-up where the game would go.

Second, I rarely develop encounters around a particular character's background - no, "Luke...I'm your father" kinda stuff. At most I might create a 'side quest' encounter for the players based around some aspect of their characters. For example, one of the characters in our Modern military game is a former boxer - it's not too much of a stretch for him to end up in an intraservice or interservice boxing match somewhere down the line.
 

You could always have the players create plot hooks for their own characters. Have each player turn in five different plot hooks specifically for his character and then for each one that's included in the game reward the player with bonus XP. (The exact amount would depend on the level of your campaign.)

The above could even become a part of advancing in level. Each time a character levels up the player is allowed to write two or three new plot hooks and submit them to you.
 

I've done what phillreed suggested in a variety of ways- it works, it makes your job as a DM easier, and players generally like it.

The best (most effective and least obvious) way I've found to do it so far is to print up a campaign-specific way of delivering news memos- in a Superhero campaign, it was the internal memo for their agency, in a fantasy campaign, it was the proclamation board. Each week, I'd compose a summary of the previous week's adventure in "news" form, generate some campaign world rumors (total space = 1page), print it and post it where the players can see it at any time. (Originally, it was on a corkboard in the game space- today, it could be sent out by email.)

The players get a kick out of seeing their adventures in tabloid form, and see the rumors. They talk. They speculate.

Eventually, they start spinning their own theories about the facts behind the campaign rumors. Invariably, some of them will be better than yours. Use the best of your ideas and their theories to generate adventures based on the rumors. They'll love thinking that they "read your mind" when in fact you were just yanking their ideas!

When I use this method, I seldom have to compose more than 1-2 big adventure arcs before the campaign starts creating itself, and the players never wise up.
 

Chances are your player might "just be tagging along" to hang out with their friends. I find that such players often have great role-playing talent once they are certain of their character's role. I often make these players run side-kicks to the main PCs - they're utterly loyal to their friends, have an interesting personality, and beyond sticking up for their friends have no real investment in the plot. How does this help the GM?
- If the admired friends behave in an immoral way, the sidekick has to decide whether to stand up for what's right or unquestioningly obey their friends.
- The sidekick is the only one who can attempt a dangerous mission (unique skills, other PCs are tied up or in battle, etc). Can the sidekick handle the limelight?
- Villains tend to offer sidekicks "better treatment" if they'll join them and betray their fellows. If such offers are juicy, the sidekick might bite.

Cheers!
 

philreed said:
You could always have the players create plot hooks for their own characters. Have each player turn in five different plot hooks specifically for his character and then for each one that's included in the game reward the player with bonus XP. (The exact amount would depend on the level of your campaign.)

Hmm, just had an idea. Has anyone ever tried having each player write a number of plot hooks for the other players' characters? That way everyone gets to feel like they're contributing, and still never quite know what's coming their way.
 


Sado said:
Hmm, just had an idea. Has anyone ever tried having each player write a number of plot hooks for the other players' characters? That way everyone gets to feel like they're contributing, and still never quite know what's coming their way.

That's a great idea! Mind if I steal it?
 


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