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<blockquote data-quote="innerdude" data-source="post: 5151109" data-attributes="member: 85870"><p>I can only echo what other people have said here, which is that the way to make the "threads" of each hook connect is to create inherent motivations for the major players in the world that aren't PCs. </p><p></p><p>What are the various organizations doing? How are they responding to the PCs actions? What do the various government/religious/magic entities want to accomplish, and are the PCs helping or hindering those goals? </p><p></p><p>What this does is change a random set of encounters into, "We had to beat encounter A to stop NPC X from achieving his goal. However, now we have to stop NPC Y from completing action Z, and so we'll probably have to face encounter B." </p><p></p><p>One of the best things the original Baldur's Gate I and II computer games did was they built the illusion that the various groups at various locations were acting without regard to the PCs, allowing the characters to intervene in fun ways. </p><p></p><p>The PCs, then, can base their decisions on whether or not they go along with, or try to prevent those events from happening. </p><p></p><p>Even if the PCs don't particularly care one way or the other, at some point they're going to run afoul of an NPC with an agenda of his/her own--and then be forced to deal with the consequences. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="innerdude, post: 5151109, member: 85870"] I can only echo what other people have said here, which is that the way to make the "threads" of each hook connect is to create inherent motivations for the major players in the world that aren't PCs. What are the various organizations doing? How are they responding to the PCs actions? What do the various government/religious/magic entities want to accomplish, and are the PCs helping or hindering those goals? What this does is change a random set of encounters into, "We had to beat encounter A to stop NPC X from achieving his goal. However, now we have to stop NPC Y from completing action Z, and so we'll probably have to face encounter B." One of the best things the original Baldur's Gate I and II computer games did was they built the illusion that the various groups at various locations were acting without regard to the PCs, allowing the characters to intervene in fun ways. The PCs, then, can base their decisions on whether or not they go along with, or try to prevent those events from happening. Even if the PCs don't particularly care one way or the other, at some point they're going to run afoul of an NPC with an agenda of his/her own--and then be forced to deal with the consequences. :devil: [/QUOTE]
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