Monday, January 15, 2018

Setting the Hook

Hey all,

Last week we talked about how players can work through their character design to give themselves reasons to come along for the quest, and avoid the dreaded lone wolf syndrome. If you're interested, you can read that post here.

This week, as I promised to Matt in last week's comments, we're tackling the same issue from a new angle. How can you, as the game master, establish a quest worth coming along for?

Something to keep in mind as you establish the inciting incident of the story is how you're going to draw the player characters into the story naturally. There's a balancing act, here. The players should have agency in deciding how their characters behave and, to an extent, how they have behaved in the past. Still, there's merit in saying "no" to a player who wants to, say start the game as the pope, for example.

Fundamentally, the three ways you can work with your players, not only in setting the adventure hooks, but in gaming in general is in-game, out-of-game, and Semper Gumby. Some might want to argue the comparative merits, but I'd recommend keeping all of these options open just to keep as many tools in your game master's toolbox as possible.

In-Game:
Two basic things can happen in-game to guarantee, or at least strongly encourage, player characters to be involved in the world around them. There are motivations specific to the character, and universal motivations.

Specific motivations have to do with the character's backstory. Family in need, mysteries relevant to their interests, or ideological loyalties can sway a character one way or the other. This does require a fairly strong grasp of the character's motivations and backstory, but shouldn't need anything that isn't be readily available to a game master.

Universal motivations require a lot less customization, and can often help to kick off an adventure as well as bringing a team together. This is any situation where refusal of the call would be a sign that a character genuinely lacks an instinct for self-preservation. Some classic in media include the inciting incident of Farscape. A prison ship breakout immediately puts the former prisoners into an alliance. Another would be Knights of the Old Republic: the ship is going down. An NPC offers the use of their escape ship to the party if they can help bring a critical item off of the ship with them. Basically, a universal motivation just means that for the players to expect to survive, they need to team up, at least for now, to work together to fight against or escape from an immediate common threat.

Out-of-Game:
At the outset of a new campaign, there's nothing wrong with talking to your players and just asking, "What do your characters each want? What would motivate them to get involved in a quest?"

Another thing to keep in mind is that you can periodically "debrief" your game sessions. "Hey guys, what did you like? What are you hoping to see in the games to come?" Basically, touch base to find out what's working and what's not working for your players, and see if you can work any of that in in the sessions to come.

Finally, and this is a last resort option, you have the option to just say, out of character, "Look, this is what's prepared, come on the one adventure I have for you, or don't" I don't recommend this, and some players, especially those who've never GM'ed before might take exception to it. Really, I only bring it up because it can sometimes help to know there's a last resort. Even when you don't invoke the "nuclear option" in this way, knowing you have it can sometimes be what gives you the confidence to not need it.

Semper Gumby: Always Flexible
This is less of a "start of the campaign" solution, and more of a technique for a campaign in progress.

"Semper Gumby" might be what some would call an "advanced technique", but it's actually pretty simple. Prepare a handful of bare-bones adventures, let the party do what they like with little to no direction, and throw the most logical pre-prepared obstacles into their path, fleshing out the details as you go.

You'll need a bit of improv to make this one work, but it can give a great vitality to your games if you can hit the sweet spot between rigid planning and improvisation.

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So, there it is. Some tips and tricks for the game master looking to draw their players into the story. Personally, I'd suggest keeping all three fresh in your mind as you game master. Use what works when it works, and be prepared to deviate to another track when one method starts to run dry.

What methods have you used as a game master to bring your players in? Let me know in the comments below. Thanks for reading, and until next time: happy gaming, all.

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