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Plot Hooks - Where do you like to see them?

Started by pspahn, May 08, 2010, 09:45:36 PM

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pspahn

Just curious - when you're reading through a game supplement, do you like to see plot hooks in the descriptions of NPCs and locations,  or do you prefer to see them in a dedicated plot hook section? As in, take an NPC that is described as a lecher. Where would you rather find the hook where he seduces and then blackmails the baron's wife?

For myself, I prefer to see hooks in the description because I think it adds flavor and I like to get the inspiration as I read the text. But, I can also see where having them all in one place might be easier for the GM.

So, what do you like and why?

Pete
Small Niche Games
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thedungeondelver

I prefer to see them in a "suggested plot hooks" section.  "Will run to the observatory and activate the Tesla Sphere if threatened by the characters" really takes the GMs hands off the wheel.  "Plot Hooks: Is Dr. Moriarty insane?  No, but he might just be angry enough that if harried by the investigators that he'd get to the observatory and try to activate the Tesla Sphere."

Subtle but important difference to me as a GM and a player.
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Mcbobbo sums it up nicely.

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Benoist

Quote from: thedungeondelver;379366I prefer to see them in a "suggested plot hooks" section.  "Will run to the observatory and activate the Tesla Sphere if threatened by the characters" really takes the GMs hands off the wheel.  "Plot Hooks: Is Dr. Moriarty insane?  No, but he might just be angry enough that if harried by the investigators that he'd get to the observatory and try to activate the Tesla Sphere."

Subtle but important difference to me as a GM and a player.
Complete agreement.

Tommy Brownell

I rather enjoy feeling like the book is just BRIMMING with plothooks myself, but neither one is a deal breaker for me.
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Peregrin

Don't give me dedicated character actions.  Don't give me "If X, Bob will do Y", or anything like that.  Give me juicy characters with different wants, desires, relationships, etc., that relate to other things in the book.  If NPCs have tendencies or habits, that's fine, but as long as you let me know the motivations and personalities behind different people and factions, then I can figure out whether it makes sense for Mr. Wipple to squeeze the Charmin.

Give me the inspiration, and as the GM I'll figure out the rest.  It's easier than reconstructing the designer's set of assumptions or the adventure itself.
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RPGPundit

I don't have a problem with either of the above. The only plot hooks I have a problem with are the ones that say "whatever your PCs do, X will occur regardless".

Ie. The Professor will activate the Tesla Sphere. If the PCs try to stop him, he will get away anyhow, or activate it by remote control, but no matter what the PCs do, the Tesla Sphere will activate.

Or "Organization Z has total control over this aspect of the PCs' lives. If the PCs try to defy their superiors, they are pretty much fucking doomed to fail".  White Wolf games did that in every single game of theirs, creating the absurd environment of "your PCs is this totally awesome superpowerful inhuman being... who is surrounded by a world which has been set up so that he can do nothing of any significance whatsoever".

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