Adventure hooks are the grease that keeps a fantasy roleplaying game campaign moving forward without snagging up between adventures. When hooks work properly, one adventure meshes into another like the cogs in a fine transmission. Players transition from the third adventure to the fourth adventure like Steve McQueen upshifting from 3rd gear to 4th.
In an earlier post on Baiting the Hook, I described how the best way to set hooks in your players is to bait them early. Even with early clues, the time comes when the main attraction needs to be kicked off. Whether you’re looking for the final tug that fully sets a hook in the players or just a different way to dangle some bait, the following list of incidents provides plenty of options.
(Read the rest at Kobold Quarterly ...)
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