Crumbling Keep
Villager
So I don't run a lot of modules. I worry about them pinning characters to a particular story line. When I do run them, I'm pretty ready to just use them as a backdrop when the PCs go off script.
That said, I do write a good deal of adventures. Our Tinderbox series are meant to be one shots, or little things to plug in to your campaign. They're generally one page. The question I came up against is how to give PCs motivation to do the quest I'm that limited amount of space. We came up with a thing we call "Tinderbox Questions."
The four questions (along with the premise above them) serve to tie the PCs to the adventure. It gives them a reason to do what needs to be done. I'm a sense, when it comes to figuring out why the players should go the adventure, just ask them.
That said, I do write a good deal of adventures. Our Tinderbox series are meant to be one shots, or little things to plug in to your campaign. They're generally one page. The question I came up against is how to give PCs motivation to do the quest I'm that limited amount of space. We came up with a thing we call "Tinderbox Questions."
The four questions (along with the premise above them) serve to tie the PCs to the adventure. It gives them a reason to do what needs to be done. I'm a sense, when it comes to figuring out why the players should go the adventure, just ask them.