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General Tabletop Discussion
*TTRPGs General
The Initial Hook - Motivating PC's
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<blockquote data-quote="howandwhy99" data-source="post: 5406393" data-attributes="member: 3192"><p>Starting off a campaign I like to put all the players in a situation where they need to rely on each other to keep from losing resources, even their characters lives. </p><p></p><p>Do they know each other before hand? Maybe. It's their choice and something decided during character generation. But once they've begun the game the situation remains tight for at least a few sessions until they have secured themselves and plenty of other hooks have presented themselves through play. </p><p></p><p>After the initial threat is gone they can choose to follow up any lead, split up, or initiate a goal of their own. </p><p></p><p>For example, they begin as migrant workers on a farm in frontier lands. The game begins the first evening they arrive for work. Zombies Attack! The NPCs act according to their scripts, running, cowering, or attacking. The PCs are in the leadership position. They can defend the farmhouse, move to the manor, explore the fields, even hunt down an out of the way cemetery. In the morning the zombies shamble away and can be followed. The next night more come and perhaps any bodies not buried, hacked to pieces, even the killed from the night before, rise up from the dead. </p><p></p><p>Does the party stay and defend the families of the workers, negotiate with the manor family, do their own thing, or go? It should take a few sessions, but by the end plenty of other information will have trickled out for further leads. Maybe their are caves connected to the cemetery or under the manor house? Perhaps rumors about strange folk in the woods nearby catch their interest? Suppliers coming to the land know how nearby farmers hold this manor's family in bad repute.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5406393, member: 3192"] Starting off a campaign I like to put all the players in a situation where they need to rely on each other to keep from losing resources, even their characters lives. Do they know each other before hand? Maybe. It's their choice and something decided during character generation. But once they've begun the game the situation remains tight for at least a few sessions until they have secured themselves and plenty of other hooks have presented themselves through play. After the initial threat is gone they can choose to follow up any lead, split up, or initiate a goal of their own. For example, they begin as migrant workers on a farm in frontier lands. The game begins the first evening they arrive for work. Zombies Attack! The NPCs act according to their scripts, running, cowering, or attacking. The PCs are in the leadership position. They can defend the farmhouse, move to the manor, explore the fields, even hunt down an out of the way cemetery. In the morning the zombies shamble away and can be followed. The next night more come and perhaps any bodies not buried, hacked to pieces, even the killed from the night before, rise up from the dead. Does the party stay and defend the families of the workers, negotiate with the manor family, do their own thing, or go? It should take a few sessions, but by the end plenty of other information will have trickled out for further leads. Maybe their are caves connected to the cemetery or under the manor house? Perhaps rumors about strange folk in the woods nearby catch their interest? Suppliers coming to the land know how nearby farmers hold this manor's family in bad repute. [/QUOTE]
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