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*TTRPGs General
So what's YOUR world's 'hook'?
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<blockquote data-quote="Insight" data-source="post: 1699923" data-attributes="member: 11437"><p>I'm not sure everyone is going by the same definitions here, which can either make for enlightening conversation or some frustration - or both! </p><p></p><p>For the record, I believe 'generic fantasy world' to be one of little imagination or backstory. The "you are all in a bar when suddenly..." starts to a campaign bring this sort of feel to mind. There are variations on this, but I think we have all been through this sort of game at one point or another. Using standards that most gamers can easily identify and deal with is not 'generic' to me, but having a bland flavor, interchangeable with 1,000 other games, would be.</p><p></p><p>A 'hook' to me is something that makes the campaign world distinct from other campaign worlds. Most published campaign settings have something of a hook to them, whether it is immediately obvious or not. Sure, you could point out that Greyhawk and Forgotten Realms don't have much of a hook. To that, I would say that Greyhawk was the first real setting for D&D and thus doesn't really need a hook. FR's hook for me is that it has representatives of just about every Earth culture found somewhere therein, and that can kind of be a hook. </p><p></p><p>I think you would want your setting to have a hook of some kind, at least a way for your players to describe your setting in one or two sentences to their friends or new players. It also keeps the setting fresh in their minds while playing, especially for those people who don't game on a weekly basis.</p><p></p><p>Not statements of fact, merely my opinions on the subject, having created partially or wholly many campaigns settings in the past.</p></blockquote><p></p>
[QUOTE="Insight, post: 1699923, member: 11437"] I'm not sure everyone is going by the same definitions here, which can either make for enlightening conversation or some frustration - or both! For the record, I believe 'generic fantasy world' to be one of little imagination or backstory. The "you are all in a bar when suddenly..." starts to a campaign bring this sort of feel to mind. There are variations on this, but I think we have all been through this sort of game at one point or another. Using standards that most gamers can easily identify and deal with is not 'generic' to me, but having a bland flavor, interchangeable with 1,000 other games, would be. A 'hook' to me is something that makes the campaign world distinct from other campaign worlds. Most published campaign settings have something of a hook to them, whether it is immediately obvious or not. Sure, you could point out that Greyhawk and Forgotten Realms don't have much of a hook. To that, I would say that Greyhawk was the first real setting for D&D and thus doesn't really need a hook. FR's hook for me is that it has representatives of just about every Earth culture found somewhere therein, and that can kind of be a hook. I think you would want your setting to have a hook of some kind, at least a way for your players to describe your setting in one or two sentences to their friends or new players. It also keeps the setting fresh in their minds while playing, especially for those people who don't game on a weekly basis. Not statements of fact, merely my opinions on the subject, having created partially or wholly many campaigns settings in the past. [/QUOTE]
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So what's YOUR world's 'hook'?
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