Especially with homebrew campaigns, I’ve noticed a tendency to have nested plot hooks. For example: The party is tasked with rescuing a princess. They visit a local wizard to gather information. In return the wizard wants them to retrieve a lost artifact. Finding the artifact requires a map which bandits currently have. Defeating the bandits requires recruiting allies. Each ally has a quest for the party. And so on.
Six sessions into their campaign, the group has no idea what they’re doing or why they’re doing it. They barely even remember what their original goal is. It’s too complicated. Moreover, as the party completes each step, the rug is pulled out from under them as another obstacle is presented.
What takeaways can we glean from this example?
- A complicated plot is not the same as an interesting plot. You shouldn’t add content for the heck of it. Make sure each aspect of your campaign is adding value.
- Plots shouldn’t be so complicated that your players can’t remember what’s going on. The players are not living in the world all the time like their characters are.
- Players like making progress toward their goal. It’s fine if the goal takes a while to achieve, but the players should have an idea of the scope and the steps required up front. Otherwise delays and complications can feel deflating.
- The reward for completing a task should not just be another task to complete. Each success should take the players closer to their goal so that they are incentivized and excited to continue.