The Plot Thickens – Hooking Players Into Adventures
This blog post was originally going to be a review of Master Dungeons M2: Curse of the Kingspire by Goodman Games. However, once I got well into reading the module, I decided I was going to run this adventure for my Carnus D&D 4E campaign. It’s an excellent adventure, full of combat, puzzle, and roleplaying opportunities. Excellent sword and sorcery!
After deciding to DM this module for my group, I needed a way to fit it into my existing campaign and current plot threads. How do you catch player interest and hook them into a new adventure mid-campaign? Here is a simple model that I am applying for adding M2: Curse of the Kingspire to Carnus.
1. Character Link
Relate some aspect of the adventure to a PC. What element of the adventure directly relates to a character, or could be tweaked to link to a character?
Having something in common with the environment, NPCs, or back story is effective. Shared hobbies, useful skill set, and common beliefs are other ways to overlap PC with module.
Players see adventures through the lens of their character. Wielding a hammer makes everything look like a nail, as the saying goes. So, an elf PC sees the world through elf eyes, a fighter through fighter eyes, and an orphan through orphan’s eyes.
Anything that pattern matches this viewpoint will catch a PC’s attention. If you can sustain the link through the adventure, here and there (don’t be obvious or heavy-handed), you keep the PC’s interest.
2. Adventure Hook
Plot hooks have been covered in past Roleplaying Tips issues. More than just a character link, hooks relate strongly to PC goals and objectives. The character pursues something with a plot hook, and there is some kind of success at the end of the pursuit.
A great way to hook modules is to scan the treasure piles, interesting NPCs, back story, and encounter locations and tie one or more things back to a PC motive. What does the PC want? Where does that exist in the module? If it doesn’t exist, drop it in or change something already in the adventure. Then, let the PC know the object of his desires connects with the plot line of the module.
3. Quest
Quests are a form of mandatory hook. Whereas a link is a point of interest, and a hook is a compelling option, a quest is a clear set of instructions of what you’re after and other possible requirements, such as deadline or methodology.
Quests are fun because they simplify gameplay and make what the PC or party must do crystal clear. Great for groups who don’t enjoy sandbox play or want a break from it. However, some players might find quests heavy-handed.
Mix It Up
To layer on a bit of complexity and involve the group in interesting ways, spread links, hooks, and quests amongst the party rather than just working with one category across the whole group.
For example, rather than questing the whole group as a way to hook them into Curse of the Kingspire, give one PC a quest, give two others hooks, and supply two other characters links. Next adventure, switch it up. Even better, modules are often broken into parts or arcs. Switch things up between each part.
Do you drop modules into existing campaigns? What methods do you use to hook the PCs and integrate the adventure into your running plots?
Want to learn more about Master Dungeons? Read on…
- Atomic Array: Episode 017: Master Dungeons
- Game Cryer: Curse of the Kingspire Review
- Gnome Stew: Mastering Goodman’s Dungeons
- Musing of the Chatty DM: Curse of the Kingspire Preview
Drop by Goodman Games to pick up your copy today!
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February 26th, 2009 at 8:17 pm
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February 26th, 2009 at 8:30 pm
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February 27th, 2009 at 12:25 am
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February 27th, 2009 at 1:16 pm
I do drop modules into campaigns from time to time, but I typically butcher them all up, or just use parts of them. If I just have something that would be easier by just using a pre-made map out of a mod, then I’ll do it. I may not use the key to it or every aspect of the map, but it really depends on how good the module is. Some mods are so good that you just HAVE to run them. For them, I will try not to change much, if they are really short then I’ll just drop it into the existing champaign to spice it up a bit, or modify my campaign in subtle ways so that it fits into the continuity, but if it is a really long one, then I’ll save if and always say how I want to run this thing but never do.
I find most modules to be too demanding on story aspects. That really limits what you can and can’t do with it, you’d figure that designers would stick with a “simpler is better” rule, but they don’t.
Ripper X’s last blog post..Treasure as an Adventure
February 27th, 2009 at 4:44 pm
Modules are a great way to allow the DM some prep time for the larger campaign. In my experience I’ve found that a personal connection for one or more of the PCs is the best way to get them to really buy into the module. Of course the promise of loot and xp will usually work as well.
Wimwick’s last blog post..Skill Focus: Assisting (Part 1)
February 27th, 2009 at 10:28 pm
I’ve always liked using the character link method, its more personal and the players feel more connected to the new adventure plot line.
Jack Crow’s last blog post..Awesome Pic of the Week
February 28th, 2009 at 2:51 am
Good points!
I find that the new quest system for 4E offers different types of hooks to motivate players to get into an adventure. I also prefer using the mixing-up method (they can make good reasons of why the party was formed for early games) but I don’t understand why there has to a different distribution of XP for each hook.
Questing GM’s last blog post..Word of Wizards – March Editorial Calendar
February 28th, 2009 at 4:10 am
I’ve got a new campaign coming up. I’m going to have to figure out some good character hooks for each player. That is something I often fail to do, I’m not sure why…
Samuel Van Der Wall’s last blog post..RPGBomb – A Social Networking Site For Roleplayers
February 28th, 2009 at 10:10 am
@Ripper X: What do you mean by too demanding on story aspects? I think I have an idea, but best not assume.
@Wimwick: agree on the loot and XP bribe. :) What are some example hooks you’ve used? Family member in need, parts of a key hidden around….?
February 28th, 2009 at 10:11 am
@Samuel: Gnome Stew says you shouldn’t worry: http://www.gnomestew.com/gming-advice/player-characters-emerging-complexity-is-a-ok
February 28th, 2009 at 11:51 am
Mods that annoy me are the ones which involve cataclysmic events, or introduces pet NPC’s. I have an easy philosophy in regards to NPCs, they all must be able to die without me getting upset about it, game writers just aren’t this way. They all seem to have these rich and complex storylines, when this really isn’t, I don’t feel, the business of a module at all! They should be more about places, and monsters, and treasure, and cultures, and stuff like that and just leave the story to the dungeon master.
Ripper X’s last blog post..Treasure as an Adventure
February 28th, 2009 at 11:54 am
@Questing GM: you know, I have not used those 4E questing rules yet. I now recall glancing at them. Thanks! i’m going to check them out for my Carnus campaign.
February 28th, 2009 at 12:04 pm
@Ripper X: Great comments. Totally agree. Module writers fall into the trap of telling the GM “And then this happens, and then this happens, and then – this is really cool don’t miss this – this happens!” :)
On the other hand, I sympathize with the need to create encounters with a high predictability of triggering. If a module full of encounters only has the first encounter trigger and the PCs go south, then that’s time and money wasted.
I’ve run some modules that were so brittle I needed to do a lot of ad libbing to just keep the pre-written content flowing. It’s a tricky balance.
February 28th, 2009 at 12:45 pm
In all the years I’ve been playing D&D the one true motive that keeps everyone going regardless of alignment, class or race is GREED! Offer then magic and gp and the PCs will take on any adventure no matter how ludicrous or far fetched. My preference is, of course, to come up with something more creative, but in a pinch I know that appealing to their greed will work every single time.
February 28th, 2009 at 1:32 pm
@Ameron: Heh. I hear you. Depends on the premise of the campaign and GMing style too. I’ve run greedy campaigns and campaigns with almost no treasure, and players enjoyed both.
“…in a pinch I know that appealing to their greed will work every single time.”
Good call.
March 4th, 2009 at 7:13 am
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January 24th, 2010 at 4:47 pm
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