Actually, I've decided to try an experiment with my game, inspired somewhat by my recent playing of
Neverwinter Nights, and looking at my huge stack of
Dungeon magazines, which is the "Adventure Hub" model.
Instead of deciding, "Okay, here's my adventure, how do they fit into it?" I've set up their home base and picked a handful of roughly-level-appropriate adventures going on in the neighborhood. They can do them in whatever order they please, or do some and ignore the others, and all it takes is a little tweaking for each to tie them into one another. (Got a kidnapped daughter in Adventure A? Have her father be one of the NPCs from Adventure B, and give him the Stolen Item of Stolenness that the PCs are looking for in Adventure C, etc.)
This gives a wonderful feeling of "overall plot," even when really there isn't one. I ran "Vanity" and "Totentanz" from
Dungeon back-to-back, connecting them by having a background brewing of a necromancer's plot, and they clicked quite well even though as written they had nothing to do with each other.
Now, my group is 6th-going-on-7th, so I'm setting up hooks for them to choose from a few homebrew scenarios plus
Curse of the Emerald Cobra (from the "Dungeon Crawl Classics" line), "Cradle of Madness" from
Dungeon #87, "Beast of Burden" from #100, and "The Seventh Arm" from #88, doctoring them to connect with previously-established NPCs and tossing in more connections to the necromancer plot as appropriate. The heroes can chase any or all of these, pretty much in whatever order they like, but whichever way they go it'll FEEL like they're taking part of the overall plot because I've tied them together in small-but-pivotal spots.
-The Gneech
