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General Tabletop Discussion
*TTRPGs General
What hooks have you given to your players that worked ?
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<blockquote data-quote="Beale Knight" data-source="post: 2178623" data-attributes="member: 7033"><p>Tailoring the hooks to the PCs worked very well for me in the campaign I've just started. Weeks before we started I sent them each a write up of general world knowledge, and once they got an idea of what they wanted to play I sent them more specific information based on their choices.</p><p></p><p>From them I got four great backgrounds to work with (key to everything), and found it easy to tailor hooks to get them together and give realistic reasons for them to join together and go adventure.</p><p></p><p>The fighter was on the run and sought a sign from the gods, and got it in the form of another PC, that he now follows.</p><p></p><p>The cleric recieved a vision during a ceremony for such things, and it was peppered with clues leading him to where the PCs were to get together and then on to the adventure. It was heavy-handed, but I warned him it would be, and I made sure that things he saw in the vision began coming true very quickly (the first two, in fact, happened in the e-mail exchanges before the first session).</p><p></p><p>The ranger's mentor had to leave without her for something, and she found the place she was living in too socially inhospitable and decided to return home. She and the cleric were put together by an NPC as traveling companions. </p><p></p><p>The wizard found an old document that hinted of a secret treasure of knowledge, but needed it translated, which led him to someone who could do it, and along the way he happened to be the "sign" for the fighter above. </p><p></p><p>They were drawn together as a group by the document. The person the wizard thought could translate it was the mother of the ranger. Though she couldn't translate it, the cleric (there with the ranger) could, and became interested about this treasure mentioned by some predecessor of his temple. The Ranger became interested because the location the document mentioned was in hobgoblin territory - her favored enemy. The wizard of course wants the secret treasure of knowledge, and the fighter goes where he goes. </p><p></p><p>So they each have their own good reasons for going, and for going together. By the time the adventure is over we'll have lost the wizard to a RL move, but the goup will have other motivating factors to keep them together. After that I plan to let them guide things. </p><p></p><p>Tailor those hooks if at all possible!</p></blockquote><p></p>
[QUOTE="Beale Knight, post: 2178623, member: 7033"] Tailoring the hooks to the PCs worked very well for me in the campaign I've just started. Weeks before we started I sent them each a write up of general world knowledge, and once they got an idea of what they wanted to play I sent them more specific information based on their choices. From them I got four great backgrounds to work with (key to everything), and found it easy to tailor hooks to get them together and give realistic reasons for them to join together and go adventure. The fighter was on the run and sought a sign from the gods, and got it in the form of another PC, that he now follows. The cleric recieved a vision during a ceremony for such things, and it was peppered with clues leading him to where the PCs were to get together and then on to the adventure. It was heavy-handed, but I warned him it would be, and I made sure that things he saw in the vision began coming true very quickly (the first two, in fact, happened in the e-mail exchanges before the first session). The ranger's mentor had to leave without her for something, and she found the place she was living in too socially inhospitable and decided to return home. She and the cleric were put together by an NPC as traveling companions. The wizard found an old document that hinted of a secret treasure of knowledge, but needed it translated, which led him to someone who could do it, and along the way he happened to be the "sign" for the fighter above. They were drawn together as a group by the document. The person the wizard thought could translate it was the mother of the ranger. Though she couldn't translate it, the cleric (there with the ranger) could, and became interested about this treasure mentioned by some predecessor of his temple. The Ranger became interested because the location the document mentioned was in hobgoblin territory - her favored enemy. The wizard of course wants the secret treasure of knowledge, and the fighter goes where he goes. So they each have their own good reasons for going, and for going together. By the time the adventure is over we'll have lost the wizard to a RL move, but the goup will have other motivating factors to keep them together. After that I plan to let them guide things. Tailor those hooks if at all possible! [/QUOTE]
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What hooks have you given to your players that worked ?
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