Roleplaying Tips Weekly E-Zine Issue #462
The Road to Plot Hook Recovery: Stale Plot Hook Tips and Tricks
Contents:
This Week's Tips Summarized
The Road to Plot Hook Recovery: Stale Plot Hook Tips and Tricks
Reader's Tips Summarized
- Portable Gaming Kit
- Free Notecard Creator
- Free RPG Software
- Revised 3.5 SRD
- The One Sheet Mystery
Johnn Four's GM Guide Books
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A Brief Word From Johnn
Awhile ago I put a request out for your unused Pathfinder
stuff. I want to give a quick thanks to Kev B for the
Pathfinder module. Thanks Kev, it arrived in perfect
condition!
Reviewer Needed For Goodman Games 4E Modules
I have a small stack of D&D 4E modules and supplements from
Goodman Games to review. However, I'm swamped and don't have
time to give them a good examination and review write-up.
If you have the time and are interested, drop me a note.
Carnus Campaign Nears Conclusion
A year ago my group started a D&D 4E homebrew campaign. The
setting was a small corner of a world dominated by the free
city of Carnus. In their first quest, the PCs inadvertently
let agents of Orcus open a permanent gate to Shadowfell. At
that point all campaign plans went out the window, and we
focused instead on an epic quest to close this gate.
Weeks of game time have passed and undead are still pouring
out of the gate. They've besieged Carnus and have infested
the countryside. Soon food will run out, and there is an
hourly danger of zombies, ghasts, ghosts and worse breaching
defenses and attacking the populace.
To combat the undead, an ancient evil has reappeared - the
Dragon Lords. It took massive armies, powerful magic, and
great sacrifice to defeat the Dragon Lords eight centuries
ago. Now they are back - the PCs do not know how - and they
battle the undead. A stalemate of sorts has been reached,
which is ok as it gives the party a bit more time to save
the world (from one evil, at least).
Last game, session #25, the group found the final piece of a
broken key needed to open an ancient prison where the
knowledge of how to close a permanent gate to another plane
is said to lie. The PCs entered the prison and have begun a
dungeon crawl (the Pyramid of Shadows module).
The crawl is interesting as factions operate within the
magical prison, and the PCs have already parleyed with two.
We ended the session with an agent of one faction captured
and ready for interrogation.
Next week we're holding a special 12 hour game session in an
effort to claw through the whole crawl. The session could
end in salvation or TPK. I can't wait to see how the
campaign ends!
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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More Insanity at Home! Azathoth Seeks Cultists
A Mythos adventure set in 5 different eras from the Vikings
to the Samurai and the Wild West is now looking for
designers, playtesters, and supporters. What secrets does
the Codex of the Harbinger Star hold? What madness awaits
when the Red Eye of Azathoth opens?
You decide, because in Open Design, it's your game!
The Red Eye of Azathoth
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The Road to Plot Hook Recovery: Stale Plot Hook Tips and Tricks
By Ronald Whited, Modular Gameworld.com
What exactly is a plot hook? To me they are the baited hooks
you tease in front of your players until they sink their
teeth into one. Then you reel them into wherever you wanted
to take them in your campaign.
Compelling plot hooks can launch an entire campaign, while
stale ones can crash and burn leaving you to try to salvage
your night of gaming.
I don't believe bad plot hooks exist. Every hook has
something to bring to your campaign. You just need to bring
the greatness out!
Stale plot hooks are characterized by being overused, cliche
or expected. People expect certain things to happen when
they are in a tavern or when they meet strangers on the
road. People have expectations, and you can turn these
expectations into great plot hooks!
Part of the road to plot hook recovery is training your mind
to see plot hooks differently. Old plot hooks are a great
resource you can turn to when you get writers block or
simply don't have the time to prepare for a campaign. You
just need to look at them in a different light and present
them to your players in different ways.
Below are several ways to rejuvenate a stale plot hook.
- 1. Get the Players Invested
Get your players invested in the hook. A major flaw of stale
plot hooks is that the players know the hooks so well they
don't care about them. Getting players invested in the hook
brings the interest back.
It might seem like a simple thing, but connecting the hook
to an NPC the players already care about can often be enough
to get them charging into the dragon's den for that darned
princess.
For example, the Mayor asking the PCs to find a stolen
locket is much less powerful then Anna, their favorite
barmaid that has been giving them information for 10 levels,
asking them to help find a stolen heirloom of hers. Getting
the players invested is a quick and easy way to improve
response to your hooks.
- Do Something Unexpected
Freshen up a plot hook by do something with it the PCs don't
expect. It doesn't have to be a big change, just some small
twist to make it seem fresh and new.
A favorite tactic is to start the players in the middle of
the plot and let them piece together what is going on. Just
having the players start in the middle gives them such a
different perspective on the events no one notices until
long after the game that it seemed a bit similar to another
hook.
Little, unexpected twists to the plot hook can add tons of
value as players wonder what you might be up to next.
- Add Details
The second major flaw in stale plot hooks is their cliche,
generic nature. When a plot consists of "[authority figure]
calls [hero] to slay [evil monster] in [creepy forest] to
return [priceless treasure]" you know it's stale.
That same plot hook could seem a lot more interesting loaded
with details from your existing campaign. This tip meshes
well with getting the players invested, but goes beyond
using just established NPCs.
Maybe the [creepy forest] was where they fought the spiders
5 levels ago (I wonder what ever happened to those
buggers?). The [priceless treasure] was the circlet of peace
you delivered between the two feuding kingdoms months ago.
An established gameworld, even if only a couple sessions in,
is a gold mine of content to use in your plot hooks. Take
advantage of it.
- Gunslingers in Space?
Strip the plot hook down to its basics to find out what made
it entertaining in the first place. Keep that part and
retool the rest of the hook around it.
Sometimes, all it takes is a fresh coat of paint to make
something seem new again (it sure worked for my living
room). After all, the classic save the princess from the Red
Dragon feels a bit different when it's the Dragonborn
Matriarch that was kidnapped by the Stone Giant. Or if you
take a cowboy western and base it in space.
These changes will seem large to the players, but really
it's just an older plot hook in a new setting.
- What do you mean we were second?
One thing I can't recommend enough is cultivating rival NPCs
for your players. They can add so much potential to so many
things in a campaign, including spicing up your hooks. Have
the King give the two groups the same quest and have them
compete to complete the task (and to get that juicy reward).
Another option is to have the NPCs get the job first, and
send the PCs in later to rescue them (bonus points if the
situation is 'Not What It Seems'). Adding rivals into a plot
gives the hook a whole new dimension.
* * *
Additional Resources
For some other good tips on Plot Hooks check out:
Roleplaying Tips Weekly Issue #31 - Johnn's work is always
top notch, take a look here at how to craft some new plot
hooks.
Roleplaying Tips Weekly Issue #32 - Part two of Johnn's
work.
Steal This Hook - Some great hooks from the official D&D
site.
The Modular Gameworld Newsletter - Shameless plug from my
website, we are printing ready made plot hooks to use in a
variety of games in our newsletter, as well as tips on
creating your own. The inaugural edition goes out Sunday,
September 20.
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Reader's Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Portable Gaming Kit
From: Loz Newman
We all have a dice-bag with a pencil in it right? There's
been many a time when I thought, "Drat, if only I had [item
X here] in my dice-bag."
So here is the list of the items I now have accumulated and
used often over the years; maybe it'll help some people.
The quantities of some items might surprise some people.
That's because I'm often the GM, and I loan out items others
lack, such as pencils and dice, to avoid lost time.
- Sorted dice in mesh bags that allow me to spot the ones I
need without having to pour all 30+ dice onto the table.
- A second bag with multiple sets of the combination of dice
used for our most commonly-played games. Three sets each of
a different colour to speed up selection when I lend them
out.
- Pencils and spare lead.
- Biro-type pens - 1 black, 1 blue, 1 red, 1 green - and
felt-tip pens in black and green.
- Black permanent marker pen.
- A metal 15cm ruler. It's lasted ten years so far; a
plastic ruler wouldn't have lasted half of that.
- Blu-tac in a grease-proof paper packet.
- Cellotape.
- A mini-stapler with spare staples.
- A mini-pharmacy bag with Vitamin C, aspirin, paracetamol,
caffeine tablets, throat pastilles, a couple of plasters for
cuts and blisters, Kleenex, Fisherman's Friends, anti-cold
tablets, and my personal medication.
- Two tea-bags and a few micro-tablets of sweetener in a
small Zip-Loc bag.
- A7 note-paper cut down from old printed PC sheets and
paper-clipped together inside a small Zip-Loc bag.
- A USB memory stick with all sorts of game-related files
including image galleries, world info sheets, PC sheets,
ambiance sorted music, and games utility files, such as a
random-namer, sheet-of-dice-rolls generator, group synthesis
sheets, spells lists, etc.
- An eraser.
- Liquid paper.
- A stick of paper-glue.
- Scissors.
- Super-glue.
- Half a dozen paper clips.
- A cheap calculator.
In case you're wondering, it all fits smoothly into a
leather carrying case about 8cm by 20cm by 25cm.
A leather case and a metal ruler might seem overly
expensive. But think about how long cheaper plastic versions
would have lasted and the cost of replacing them every
couple of years.
My leather carrying case has been changed exactly once in
the 27 years I've been roleplaying - and that only because
it got damaged during a fire. Due to the heroic resistance
of the leather the contents remained unscathed, despite fire
licking at it until the firemen arrived to throw it out of a
window onto the paving two stories below where it remained
for two rainy days. Now that is a testimonial!
Here's hoping this may inspire a few "upgrades" to dice-bags
that help some people avoid minor hassles in the future.
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2. Free Notecard Creator
From: Random Axe
Free online tool to create your own notecards for any game
system.
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3. Free RPG Software
From: impClaw
Online RPG software:
dices.sourceforge.net
- Chat module
- Dice roller
- Map management
- Game logs
- Music manager
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4. Revised D&D 3.5 SRD
From: Mike E.
Here is another great D&D 3.5 reference website that I
thought could get some love:
Revised (v3.5) System Reference Documentl
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5. The One Sheet Mystery
From: Amy Driscoll
My favourite game to run is the locked room mystery.
In the process of creating these, I've developed a
spreadsheet that you might find useful to easily craft a
tight mystery without resorting to flowcharts, sticky notes,
bits of string and colour coded folder systems. Don't laugh;
I've been there.
The sheet is here [XLS].
A Brief Explanation
Title: just type over it.
Mood or Theme: can be location, genre, weather, colours;
whatever evokes the feeling you want to create.
Events: the simplified stages, scenes, or encounters. PCs
will act around these.
The Table
Things to Discover: the meat and bones of the page.
Everything the PCs need to discover to solve this mystery
should be listed here. Don't worry about order or
importance, just get them down.
Keep them as simple as possible. Try to limit each thing
to discover to one fact. If it's a Very Important Clue,
list it a few times and work out two or three ways the PCs
could discover it.
Clue: what tells the players about the things to discover.
Location: where to find the clue.
"Sus" is short for Suspicion. Do the players suspect this
thing to be true yet? Have they found the clue? Tick this
off as the players go through the adventure.
Prop is a little more meta-game. Could you make a prop for
this clue? Yes or No in this column.
Distractions and Red Herrings: things that don't need to
occur during the adventure but might be fun or further the
campaign in some way.
Below the Table
Props: list the props you want to make, as noted in the
table above.
Locations: summary of the locations in the table above. If
you're doing a map, all of these places need to be included
somewhere.
Combat Stats: statistics of the creatures your PCs might
come into conflict with. They're the only ones you should
need to stat out.
Further Notes
As you run the adventure, use a printout of this sheet. Tick
off the clues the players pick up as they go.
A One Sheet Mystery doesn't have to be the whole adventure.
I use this to design single mysteries/secrets as part of my
larger campaign/adventure planning spreadsheet.
The sheet might take several sessions to complete if it's a
campaign secret.
You can use these in series or parallel to run a more
complicated adventure.
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
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