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General Tabletop Discussion
*TTRPGs General
The Initial Hook - Motivating PC's
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<blockquote data-quote="Chainsaw" data-source="post: 5406216" data-attributes="member: 70196"><p>Sounds like the sort of pre-planning that works well in sandbox: figure out what interests the players, create some hooks for adventures toward that end, then let them proceed in the order they want.</p><p> </p><p>Back when I started playing, we weren't terribly sophisticated or aware of game theory stuff. I knew what interested my friends (testing their mettle against the cool monsters/traps/puzzles), so I arranged hooks that I knew they'd probably take. Tried to have 2-3 things ready at any one time. They didn't really feel railroaded because they knew I knew what they wanted and would arrange for it. Sometimes they ended up screwing around on something stupid, like mucking with the bartender or trying to rob a jewelry store or something like that, but usually they went after the quest.</p><p> </p><p>I mean, you have to have SOMETHING pre-planned. You can't just improvise everything. I guess you can, but your players probably won't be able to appreciate your mad skillz that way. What are you gonna do, draw the dungeon as you go along? Haha. I certainly don't equate planning with railroad.</p><p> </p><p>OK, enough rambling - I have probably already contradicted myself like twenty times. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Chainsaw, post: 5406216, member: 70196"] Sounds like the sort of pre-planning that works well in sandbox: figure out what interests the players, create some hooks for adventures toward that end, then let them proceed in the order they want. Back when I started playing, we weren't terribly sophisticated or aware of game theory stuff. I knew what interested my friends (testing their mettle against the cool monsters/traps/puzzles), so I arranged hooks that I knew they'd probably take. Tried to have 2-3 things ready at any one time. They didn't really feel railroaded because they knew I knew what they wanted and would arrange for it. Sometimes they ended up screwing around on something stupid, like mucking with the bartender or trying to rob a jewelry store or something like that, but usually they went after the quest. I mean, you have to have SOMETHING pre-planned. You can't just improvise everything. I guess you can, but your players probably won't be able to appreciate your mad skillz that way. What are you gonna do, draw the dungeon as you go along? Haha. I certainly don't equate planning with railroad. OK, enough rambling - I have probably already contradicted myself like twenty times. :D [/QUOTE]
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