Quasqueton
First Post
In the "Worst Adventure" thread, it seems most of the bad adventures are bad because they have bad plots or bad plot elements -- non-sensical, railroady, PCs can't win, PCs can't affect the plot, etc.
There are many old adventure modules that had no built-in plot -- Keep on the Borderlands and The Secret of Bone Hill and The Temple of Elemental Evil come to mind. Interestingly, in my experience, even with no plot and no plot hooks, PCs went out and adventured in these sites none the less.
Now a days, it seems that everyone needs a character-specific plot hook. The elven ranger won't bother with an adventure unless there is some link to the disappearance of her brother. The human fighter won't consider an adventure unless he is directly hired and promised good money for the effort. The gnome mage won't listen to a story about an adventure site unless there is specific mention of magic.
I've even mentioned an example from my campaign, where for the very first adventure, I couldn't get the PCs to quickly pick up the adventure hook and "go forth". Several posters responded to tell me my plot hooks just weren't good enough -- they needed to be more personal to the PCs.
Why is it now that all PCs must have a *reason* to go adventuring? Was there a point or event when the paradigm shifted from "adventuring just because the adventure is there" to "adventuring only if the hook specifically motivates my character"?
For the above mentioned classic adventures, what motivated your character(s) to go to the Caves of Chaos or Bone Hill or the Temple? Was there a motivation above/beyond just to adventure? Did the DM insert a plot for the adventure?
Back in the day, I don't remember any PC ever going, "Meh, it doesn't interest or involve me. So I'm not going." Now a days, though, I've seen too many PCs having to be goaded, prodded, and enticed to go adventure. What the heck happened?
Quasqueton
There are many old adventure modules that had no built-in plot -- Keep on the Borderlands and The Secret of Bone Hill and The Temple of Elemental Evil come to mind. Interestingly, in my experience, even with no plot and no plot hooks, PCs went out and adventured in these sites none the less.
Now a days, it seems that everyone needs a character-specific plot hook. The elven ranger won't bother with an adventure unless there is some link to the disappearance of her brother. The human fighter won't consider an adventure unless he is directly hired and promised good money for the effort. The gnome mage won't listen to a story about an adventure site unless there is specific mention of magic.
I've even mentioned an example from my campaign, where for the very first adventure, I couldn't get the PCs to quickly pick up the adventure hook and "go forth". Several posters responded to tell me my plot hooks just weren't good enough -- they needed to be more personal to the PCs.
Why is it now that all PCs must have a *reason* to go adventuring? Was there a point or event when the paradigm shifted from "adventuring just because the adventure is there" to "adventuring only if the hook specifically motivates my character"?
For the above mentioned classic adventures, what motivated your character(s) to go to the Caves of Chaos or Bone Hill or the Temple? Was there a motivation above/beyond just to adventure? Did the DM insert a plot for the adventure?
Back in the day, I don't remember any PC ever going, "Meh, it doesn't interest or involve me. So I'm not going." Now a days, though, I've seen too many PCs having to be goaded, prodded, and enticed to go adventure. What the heck happened?
Quasqueton