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A query for you, dear patrons and GMs. What is it you desire from a plot seed? What facts should be present to make it the most useful for your immediate integration into your ongoing campaign?

Tell me, so I can make sure this is all present in the book.

Comments

Anonymous

Plot seeds should, I think, outline a particular conflict, since that's what generates the adventure.

Anonymous

1. NPCs. They drive the plot and help to fill in the gaps as well as help to get the players invested. 2. Concretes/Absolutes. These are the things that stand out as unusual in a normal RPG. These are the things that resist 'creative' solutions, that force a player's hand, or that limit what other options might be taken. They come as ultimatums, deadlines, known consequences, and even items of importance. They give focus or crystallize a situation as something that NEEDS the group's personal involvement. 3. Investment. This one's tricky, but it's also almost always the most rewarding for an unexpected hook. What makes the situation personal or important to the players specifically? These can be anything from "X attacked the guild hall" to having the group used as a scapegoat. Many hooks can be offered, but if you use one that invests the characters, either willingly or as a target, it rather forces action. It's more dangerous to force investment, but it can open doors to character development that would otherwise be ignored. Plot hooks should have a suggestion as to ~why~ someone might be invested, but it's not always needed that it be the player/group... moral and ethical reasons are especially meaty. 4. Rewards. Just a quick mention of 'what we get' is often reason enough to give a situation more than a passing thought. It's also a good thing to keep in mind for a plot hook because it can be teased or even denied to set future hooks. 5. Misinformation. This one's REALLY important for the 'dedicated' groups. Misinformation is the stuff that is related to, but not necessarily accurate. It's important for when games have started to feel like they're on rails, or worse, a guided tour. The reason I love having misinformation for plot hooks is that you can cannibalize a mistake to branch into ANY plot you want simply by looking at what kind of mistake it was. Plot hooks that incorporate misinformation can simply state the rough 'family' of mistake (such as missing inventory, wrong direction, using the wrong name for a known NPC, or even giving out the wrong damage from a spell) and suggest a 'hidden' plot if the players catch on. It's great for one shots and filler games, to break up expectations, and to remind players to use more than just a few dice to solve problems. But those are the kinds of things I like to know when I'm checking out premades.