Monday, January 30, 2023

The Trap of Nested Plot Hooks

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?

  1. 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.
  2. 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.
  3. 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.
  4. 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.

Tuesday, January 17, 2023

Combining ideas to create something even cooler

Recently I’ve been writing down potential ideas for a new campaign to run. The difficult part is deciding which idea I like the most. But why do we have to pick only one idea? We can combine different ideas to make something even more interesting.

Let’s take dungeons as an example. It’s easy to rattle off some typical dungeon locations: mines, caves, temples, crypts, a bandit stronghold, etc. On their own, each of those locations could be interesting, but what happens when we combine them together?

What if we have a temple built into a mountain with a hidden cave system for those brave enough to search? What if an abandoned library has been taken over by bandits and made into a stronghold? What if a foul monster has recently dug its lair in an old mine?

Now these locations have lots of history and hooks to draw on. Because they are multi-faceted they seem more real and dynamic. All together we have a much more memorable and unique location for our party to explore. The whole is greater than the sum of its parts.

This technique doesn’t only apply to dungeons. Ideas for campaigns, NPCs, cities, magic items, etc. can all be combined to create unique content.

Let me know what you think and what other ways you create interesting ideas!