Adventure hooks are those little clues that DMs drop here and there to attract characters to particular adventure areas, usually the ones the DM has invested considerable time and energy into detailing. They can take many forms, but what’s important is that they tantalize the players enough to whet their appetites for more. Adventure hooks are the carrots that get players to pull the cart of the campaign along a path of the DM’s choosing.
Some DMs are blessed with players who go wherever the DM suggests they go, in accord with an implicit player/DM compact and a great deal of trust that the DM won’t steer them down the broad, straight path to Hell. Other players constantly tug in their own direction, oblivious to the DM’s desires. They might be actively trying to throw the DM off balance or just being contrary.
(Read the rest at Koboldquarterly Quarterly.)
Some DMs are blessed with players who go wherever the DM suggests they go, in accord with an implicit player/DM compact and a great deal of trust that the DM won’t steer them down the broad, straight path to Hell. Other players constantly tug in their own direction, oblivious to the DM’s desires. They might be actively trying to throw the DM off balance or just being contrary.
(Read the rest at Koboldquarterly Quarterly.)
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