Adventure Hooks
From Gnomewiki
In order to get a good adventure off the ground and running, the GM must know how to successfully hook the characters into undertaking some sort of journey, quest or job. As GM, it will be your duty to successfully create a hook that pulls the characters in and gets the adventure started. Anything and everything can serve as a hook. Think of the hook as something that piques the PCs interest, something that creates a sense of wonder, curiosity; something that makes the PC want to explore or discover.
In order to lessen the chaos on the idea of Hooks, we have provided a list of common hooks to get you going.
Contents |
Announcement
Larger towns may have bulletin boards that offer rewards for wanted criminals. The PCs can go to the town center and examine these boards for jobs. The boards will contain contact information for the person(s) advertising the job as well as a brief description of the job and the requirements that must be met to be hired for the job.
Contest
Sometimes the PCs will hear word of a contest. Contests can involve anything from a scavenger hunt to combat to races. Contests offer prizes as well as fame and glory. Often times the contest is merely the backdrop to more nefarious and dastardly activities that the PCs can easily become involved in.
Disaster
The PCs are involved in some type of natural disaster or natural catastrophe. This may be anything from a plague, earthquake, forest fire, volcanic eruption etc. The PCs may have to help the local townsfolk in order to save their own necks. Disasters can lead to great fame for those who are courageous.
Fight
The PCs are suddenly involved in a fight. The fight can be for any number of reasons of which the PCs may be aware or unaware.
Gift
The PCs are given a gift of some sort. The gift may be unknown and force the PCs to determine its origins and purpose. The Gift may accidentally fall into the hands of the PCs and belong to someone who wants it back (and will kill to get it). The Gift may be something that disrupts the lives of the PCs and makes journeying and adventure harder.
Journey
The PCs are offered a journey to embark upon which promises great danger, rewards and fame.
Looking for Work?
The PCs are offered work. This is the classic hook where an NPC says, “Hey, Ive got a job for you.” A job can offer the PCs any type of adventure hook that they can imagine and it’s a great way for basic interaction with NPCs.
Mixed Up
The PCs are involved in a case of mistaken identity. This case of mistaken identity may lead to great trauma as the PCs can be accused of a crime they didn’t commit, may be mistaken for someone else (this could be a good or bad thing).
Prophecy
The PCs are involved in a prophecy of some sort which may or may no be real. Often times, those involved in prophecies are of a fanatical nature which can always lead to great fun and crazy adventures as the PCs attempt to unravel the mysteries of the prophecy while avoiding being sacrificed or killed by those who base their faith on such prophecies.
Something Strange
Something strange is happening in the area where the PCs are. This could be caused directly by the PCs or simply be a coincidence. Whatever the case, the locals will probably be blaming outsiders and as the PCs are most likely outsiders; this could become quite a problem.
Theft
The PCs are involved in a theft of some sort (either they have stolen something or someone has stolen from them). Theft can open a wide avenue of adventures that all begin with the theft of an item.
