5 Ways to Make Plot Hooks - Game Master Tips - GM Tips

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  • Опубликовано: 27 мар 2018
  • We take a look at how to make plot hooks in your RPG games, and to get your players to engage and partake in your plot hooks.
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Комментарии • 128

  • @HowtobeaGreatGM
    @HowtobeaGreatGM  6 лет назад +32

    Did you know we release Plot Hooks every week on Facebook? Join our facebook community and discover a world of adventure! You can also get awesome adventure ideas at www.rpgtablefinder.com which randomly generate stories for you!

    • @TheObsidianForger
      @TheObsidianForger 6 лет назад +1

      How to be a Great Game Master , thank you so much for all of your videos. I went from a somewhat terrible DM unable to bring a group to role play. 4-5 sessions in, we ditched campaign to get a fresh start, we all agreed and decided it qould be best. Session two of new campaign: I'm getting texts and call BEGGING for us to play again soon.

    • @MaestroBlight
      @MaestroBlight 6 лет назад

      Guy, thank you for consistently producing wonderfully useful and entertaining videos.

    • @casterknot5094
      @casterknot5094 5 лет назад

      Is the music at the end your work or where can I find the full song?

  • @nicolewolfcry7408
    @nicolewolfcry7408 6 лет назад +74

    My best Plot hook was a accident. My players fell in love with a Little Goblin NPC I made called Two Feet. She was a tiny goblin, even for goblin standards and fit in a backpack comfortably. Well She was suppose to be killed off but my players suddenly took it upon themselves to reap revenge when they found out this guy wanted to kill Two Feet. Later, in another game in the same world of Labrynthia they found a assassin's list. there were 3 names that should have mattered, all of them were family of my players and one of them was a lover. But they noticed Tiny Feet. They assumed she was Two Feet's daughter or child and that was what caught their attention. Not their families but the fact that this could be their old friends child or family. So apparently our Two Feet is the kryptonite to my players, not sure how I did this but okay then.

    • @BenWillyums
      @BenWillyums 2 года назад +1

      That kind of random thing is the beauty of roleplaying

  • @larsdahl5528
    @larsdahl5528 6 лет назад +131

    3:20 Social, emotial and glory.
    3:50 Use something from their backstory.
    5:04 Multiple plot hooks, if the group split up.
    7:24 Micro hooking.
    9:11 Deny there are a plot hook.
    12:18 If the players want to go on thier own route, then play that through!
    I think this last one is important: You (the GM) do not always and constantly have be the driving force in the campaing!
    Instead be happy if you have players who are capaple of running story segments on their own, that tells you that you have good players if they are able do such!
    One important point in having your players do that too: Is that they relate to each other, and that is a good thing as they thus learn to know each other better!

  • @omlo9093
    @omlo9093 6 лет назад +46

    I engage in what I like to call: doom-enabling. If the party doesn't resolve a major problem and instead pursue minor problems, then make a villain flowchart. Outline how the villain proceeds and how this affects the world around them. Let the players return to a pillaged village. Who cares? They might. *Now* after consequences apply.

    • @Neutral_Tired
      @Neutral_Tired 6 лет назад +2

      I do this as well, it's fun

    • @cooperblackwell1392
      @cooperblackwell1392 11 месяцев назад +1

      ^ making an active antagonist is fun anyway. Especially when they notice the pc and acknowledge them as an obstacle. Have the players role wisdom saves with no context, you’re scrying! Plan around their plans. Be a dick, but obviously don’t do this every time the players need to win, the players need a plan to go right. But the plans that take them days to execute because they get side tracked? 100% take actions specifically to stop that plan😊

  • @Crashburn1313
    @Crashburn1313 6 лет назад +44

    Interestingly, I have the EXACT opposite issue. My players throw themselves at the plot hook so fast they miss critical information. They've just done this in the mines of a city in my campaign. They heard the local lord was racist toward non-elves, then heard the mines occasionally had a single monster come out of them.
    They went STRAIGHT INTO THE MINES. Didn't ask around, found nothing out. Don't know anything about the lord. Nothing on the mines. Nothing. (It's fine I've got it handled)
    But oh my word. I even had an NPC like 'you're gonna get yourselves killed and I'll lose my job, please don't go!'
    .... He's now gone with them.
    Bards and charisma, man.

    • @larsdahl5528
      @larsdahl5528 6 лет назад +11

      Perhaps you should use a decoy hook once in a while to give them a chance to quickly embarrash them self.
      I remember a one shot scenario where the moment in the story was:
      We had found out that the owner of a bookshop had stolen something belonging to us.
      When we arrived at the bookshop, a man has just left the bookshop, quite obviously trying to hide his shopping bag.
      The hotheaded member of our group immediately took the bait and chased after the man, seized his shopping bag, and ... He had bought porn magazines!
      Brilliant move to throw in a NPC not related to the story at all, who just happens to be mistaken as...

    • @jaydenjezowski4339
      @jaydenjezowski4339 6 лет назад +1

      That's great. Sounds like a fun story. Are your players enjoying it? At the end of the day that is all that really matters.

    • @Crashburn1313
      @Crashburn1313 6 лет назад +1

      Jayden Jezowski
      Yeah they're loving it. They almost got angry with me that my MPC was trying to stop them! I was like 'But guys he wants to keep his job!'

    • @Crashburn1313
      @Crashburn1313 6 лет назад +2

      Lars Dahl.
      I'm actually going to give them exactly what they expected, just not how they expected it.
      They're thinking 'Something terrible is going on in the mines'
      They just don't know how right they are.
      I'm excited.

    • @jaydenjezowski4339
      @jaydenjezowski4339 6 лет назад

      Maddor You should tell us how it goes after. It would be cool to hear.

  • @1217BC
    @1217BC 6 лет назад +39

    I have the opposite problem most of the time. My players tend to see every bit of flavor text as a possible hook, and try to follow all of them. Makes for some fun games, but also a bit hectic gming. My current group has started an orphanage, converted a colony of myconids to the worship of Quetzalcoatl, restored a fallen wizard academy, unleashed a host of cursed items into Baldur's Gate, and are currently trying to save a town of monstrous humanoids from an approaching army from Neverwinter. Oh, and they're a rock band. They've only skirted the edges of my overarching plot line, but gods it's been fun!

    • @Kodrakable
      @Kodrakable 6 лет назад +1

      1217 BC sounds like have been a fun road

    • @lyrainealei7848
      @lyrainealei7848 6 лет назад +7

      My party ate an army of myconids. My GM looked around at us and went "Why?"
      We each checked out character sheets, and most of the party is charismatic, but not smart in any means (one member has a negative modifier, and my character is a glory hound), and the smart member of our party didn't know anyone well enough to say not to because he wanted to see what would happen.
      All that being said, we went off the try and start Curse of Straud and inspected the foggy trees for an hour of real time.

    • @1217BC
      @1217BC 6 лет назад

      Ashlee Douglas That's hilarious! My favorite part of gming is the crazy stuff players do.

  • @manicmania7046
    @manicmania7046 6 лет назад +26

    Great vid as usual. I quite like how Matt Mercer says he does it -if the plot hook doesn't take, the plot plays out in the background anyway, with or without the players input and effects/changes the world in a meaningful way, and the players may then have to face the consequences of not acting further down the line -
    Perhaps the big bad who's been running underground crime in the town, whom the team decide to leave to it, ends up getting into political power by nefarious means and starts passing draconian laws the effects the team/ or he finds the missing powerful artefact and becomes a larger threat than he would have been , maybe the missing child of the mayor/royal prince the players didn't decide to look for turns up dead and one of the players is suddenly implicated in the murder.
    Lots of inventive ways to push the narrative whilst showing the players that inaction as well as action can have consequences.

    • @Dorian_sapiens
      @Dorian_sapiens 6 лет назад +2

      That's a good rule of thumb that gives the world a sense of depth.
      Also, I like your suggestions. I think I'm going to use the one about the crook rising to power. So, thanks for that!

  • @occultnightingale1106
    @occultnightingale1106 6 лет назад +6

    Funny story about plot hooks. I actually used one of my players as a plant for the main conflict of the overarching story. He's a potion salesman, but the potions he sells have a sinister side effect that is terribly difficult to reveal, and only came to find out because of a mysterious NPC who warned of its potential danger in certain circumstances. This was, of course, after 12 sessions had passed, during which these potions were used for their additional effect as a standard healing potion. A very good way to get players invested into the story is by, quite simply, giving them a serious mystery in which they all have a personal stake.

  • @adamgrey268
    @adamgrey268 6 лет назад +19

    I just want to take a moment to say that I always enjoy and appreciate your content. Keep doing a fantastic job!

  • @kirbs0001
    @kirbs0001 6 лет назад +7

    I've always found it easiest to disconnect plot from characters. The plot happens regardless of what the players do, and I merely plan out what the implications are of either players getting involved and winning, players getting involved and losing or players not getting involved at all.
    This way, whether the PCs bite on hooks or not, the plot still happens

  • @meamamigit
    @meamamigit 6 лет назад +6

    That plot hook denial was a great tip. Thanks Guy!

  • @cronaman3196
    @cronaman3196 5 лет назад

    I’m always amazed by people who dont cut their youtube videos. First of all the amount of takes it would take me would drive me insane so allot of skill of memory and focus here. Second, I heard that cutting videos is a tactic to keep the veiwers eyes constantly moving so theyre less borde but this is honestly so satisfying and relaxisg to watch withought the cuts.

  • @terenzohugel2293
    @terenzohugel2293 6 лет назад +3

    I only have problems with plothooks on experienced players I don't yet know a lot. With Players I already know well, it is easy to give them what they want. And "newbies", rpg unexperienced players are absolutely happy with the most obvious plothooks like "you are in a tavern. Somebody comes through the door crying for help". More experienced players value more subtle plothooks but newbies don't need it. My experience. (mostly playing the german "the black eye")

  • @justsomedudeontheweb6020
    @justsomedudeontheweb6020 6 лет назад +42

    Plot hooks?
    How about Plot Nets?

    • @larsdahl5528
      @larsdahl5528 6 лет назад +7

      If we are into fishing terms, then I think it may be closer to trolling.

    • @bonesofeao3968
      @bonesofeao3968 4 года назад +2

      A net is full railroading: they are put into it against their will, and are trapped in it
      A hook is partial railroading: they bite it by their own choice, but are trapped once they do
      I prefer free range domestication: they choose to be there, and can leave anytime, but they never will because i feed them the good shit

    • @FuzBrain
      @FuzBrain 6 месяцев назад

      A dragon has crashed into the inn

  • @NinjoXEnlightened
    @NinjoXEnlightened 6 лет назад +17

    In my experience Players are pretty dumb when it comes to plot hooks (including myself). So in the past I've had to spell them out almost every time, only for them to then forget them by the next session. I'll try to use some of these techniques coming up. Currently one of my party members is trapped in a casket and turned into a different race.

    • @SharowbladyeGaymerPorate
      @SharowbladyeGaymerPorate 6 лет назад

      Ninjo X Enlightened ok that is strange even on to my standards and I'm one of the weirdest people I know

  • @mophia339
    @mophia339 6 лет назад +54

    For some reason our group was full of idiots, even me, the only reason I usually went down the path the GM wanted was because unlike everyone else I actually remembered everything that happened in previous sessions.

    • @larsdahl5528
      @larsdahl5528 6 лет назад +2

      There are RPG systems that base their Experience Points / Improvement Points / Whatever at that the players write a little note at what they want the points for... And if they have forgotten what happened earlier, then it result in no points!

    • @jaydenjezowski4339
      @jaydenjezowski4339 6 лет назад

      I usually summarize things from previous sessions that the players need to remember for the current session before we start playing. I find it helps to avoid this.

    • @hawkname1234
      @hawkname1234 6 лет назад

      I find the better variant is to have the players do this.

    • @nicolewolfcry7408
      @nicolewolfcry7408 6 лет назад +3

      This is why i do short reviews.... My players take notes but it helps to gloss back over the last game and i hit key points from the last like 6 sessions.

  • @BurningBlood517
    @BurningBlood517 6 лет назад +2

    For one of them, I just relied on a player desperately wanting a cloak of Elvenkind from a politician. So he decided to do a job for him, which resulted in the quest giver and the party being arrested, as well as planting a seed for the fighter’s backstory because angst and to make the world seem more alive.

  • @tierneygibbs5117
    @tierneygibbs5117 6 лет назад +8

    'Is almost as effective is throwing out a plot hook... And watching it sink to the bottom of the river...'

    • @tierneygibbs5117
      @tierneygibbs5117 6 лет назад +2

      'when you throw it a plot hook and watch it for a horrible lonely death'

  • @gambent6853
    @gambent6853 6 лет назад +3

    Needed this video, thanks! DMing for a new group, and its always great to get a refresher on how to use plot hooks more effectively.

  • @jonathanowen9917
    @jonathanowen9917 2 года назад

    This is ingenious! These are all great methods of hooking the PCs. I especially like the denying the plot hook method and will definitely be using it in a future session.

  • @stevefranchini4980
    @stevefranchini4980 6 лет назад +1

    Thank you, Guy. This video is exactly what I needed right now.

  • @Hiraether
    @Hiraether 4 года назад +1

    The illusion of choice helps the trains run on time. 😂

  • @difenderu
    @difenderu 5 лет назад

    Paradoxically, plot denying is one of the best techniques out there. It creates foreshadowing while players don't feel like they being guided. =]]
    Thank you for those tips on plot!

  • @Alefiend
    @Alefiend 6 лет назад +3

    This is really more about delivering hooks than creating them, but that's fine-having great adventure ideas is useless if you can't get the PCs to participate. Good stuff here.

  • @pockettes3918
    @pockettes3918 3 года назад

    Thank you so much! As a first time Dm, I hope I can utilize your info to my advantage!

  • @Xariandor
    @Xariandor 6 лет назад

    This was a very helpful video, thank you!

  • @Kulthul
    @Kulthul 6 лет назад

    As always very informative. Thank you sir.

  • @0x777
    @0x777 4 года назад

    I tend to create plot hooks (in my WoD game) based on what the players throw at me. I usually have a set of plot starters ready that can be tacked onto something they do. If they gather information in some way, be it that they ask someone or that they read the paper, the plot hook for "the players gather information" is in there. If there is something shady going on somewhere, it happens where the players go. If they decide to go into a bar, it is going on in one of the back rooms. If they take a walk through the park, it will happen there in a dark corner. If they go to a high class reception, the "political deal" hook gets played.
    The players get the idea that everything is created just for them, when in the end, all those hooks eventually lead to the same adventure I had planned. All the hooks eventually lead to a drug smuggling ring, where the information hook was just a small dealer running his mouth, the shady dealings in the back alley were some dealers getting mugged because they have no drugs anymore but tell their clients that the next big shipment is about to arrive and the political hook is the big drug lords conspiring.
    In a nutshell, I let the hook follow the players, not dangle it in front of them and hope that they grasp it. It is far more convincing to them if they think they discovered it, and far more satisfying too because not only do they get the feeling that they laid all the groundwork and they "worked" for it, but they think that it's completely sandbox-y and that they decide where the adventure is going.
    My players also know that there is exactly one thing that is ALWAYS the wrong thing to do and that's to do nothing. ANYTHING they could do is better than not doing anything, and as long as you establish this, your players will follow the plot hooks, knowing that things can only get worse if they don't. This could be seen as some sort of "punishment for not following my lead", personally I just think of it as the world acting if you don't. If you decide to ignore that you know the lich's plan to destroy the world, the lich will destroy the world.

  • @MrPyro66
    @MrPyro66 6 лет назад +1

    Yay, new video, and just in time for my next session!

  • @JoaoSilva-hv3yg
    @JoaoSilva-hv3yg 6 лет назад

    Great advice and tips, as usual! Thank you :)

  • @DiscussToUnderstand
    @DiscussToUnderstand 6 лет назад

    Off topic, I just saw Double Cross, good execution ;) of the idea. I found myself often watch the side without speech, so I could still follow both sides.
    The times when the the action was happening on opposing sides of frame, allowing the viewer to see both by focusing on the split was marvelous.

  • @CausticCatastrophe
    @CausticCatastrophe 6 лет назад

    Always a good day when guy releases a video.

  • @thelegionbbc2
    @thelegionbbc2 6 лет назад

    Awesome! Thanks for the suggestions! :)

  • @vh4355
    @vh4355 6 лет назад

    Another great subject.

  • @JeffersonMills
    @JeffersonMills 6 лет назад

    Great stuff!

  • @amorphouskaron4777
    @amorphouskaron4777 4 года назад

    Thank you!

  • @GlenOneN
    @GlenOneN 6 лет назад

    Micro plot hooks sounds great! What I have found recently is the my group meet with the content I provide but come at in such a way as to feel like they are simply ticking boxes. There's no feeling of immersion... so when my NPCs begin to adapt to the way in which the PCs engage with them... the adventure de-rails and I am happily sitting there, waiting for them to take the adventure in the direction they wish it to... but that's when it freezes. Because they can't agree on a thing.
    In my campaign, it looks as though the PCs are headed for a lethal encounter with the main villain well before they are level appropriate to defeat him. They are actively seeking him out even though the NPCs around them are telling RUN, GET AWAY. LEAVE.
    I think it's time to accept their fates and see what transpires... as they rush head long into a meeting with Strahd... who of course has invited them to dinner. .

  • @galateadreamer
    @galateadreamer 5 лет назад

    Wow, Guy. Looking spiffy, my man. Classy GM for the win.

  • @williamremuso6193
    @williamremuso6193 Год назад

    Thank you 👍

  • @TheLearthur
    @TheLearthur 6 лет назад

    The thief thing is very usefull, i've used it once and it worked very well

  • @gnarthdarkanen7464
    @gnarthdarkanen7464 6 лет назад

    Great video, as I'm always looking for a fresh perspective, or maybe just a more articulate way of putting it than I've already got. Thanks!
    AND since you asked, I am one of those who very rarely (if ever) actually has trouble "setting a plot hook"...
    AND for the most part, you've got the right cursory points... SO rather than any particular correction, I hope this might just ADD a bit of complementary to your offered resource.
    First, I would like to point out that Tropes and Cliche's are often usefully employed to provide an obvious plot hook. AND not only should one dip into the usual D&D tropes (everyone meets a shady stranger in a tavern) but you can employ the same kinds of things as from movies, comics, books, etc... EITHER you do so in earnest, leading essentially into a "reskinned" version of said movie, comic, book or what have you, OR you can employ it as a satirical device to then land on the plot you want, changing the expected into the strange or weird and leaving the rest of the party somewhere between scratching heads and laughing hysterically (your choice)...
    I've generally considered what you call "Micro-hooking" along the same category as "Multi-hooking" since the technique is genuinely so similar. It's fine to throw more than one hook of any size at a Party, and regardless of how many you throw, you can also let "all roads lead to Rome" just the same... It's only really clever, though if you use just a couple more than enough to get the entire party's interest, so you have just a bit of dissent around the table about which hook to go after in what order... (it makes some extra sense of gains to dismiss something as uninteresting... and they'll wonder what treasures they miss out for a while)
    Now, there's a good point somewhere here, that you ABSOLUTELY MUST pay attention and start measuring your Players at the table from the very first moment. Poke and disturb their characters with a variety of motivating things to see what they jump at, what they avoid like a plague, and what might be too interesting to leave alone...
    This creates a reference for you (GM) so you understand where in the spectrum of consistent motivations PC's will react to...
    1. Politics (even Social status is political) 2. Sex (It's sexy to be the bad-ass, no matter what kind of gender is involved. it just is...) 3. Profit... (there are many things to consider as profit, so : money/gold , items , magic , land , titles , weapons , hirelings , etc...)
    I would include the Emotional deal, but there's an emotional context and rollercoaster in every well told story anyway. That's kind of a no-brainer, so you don't (or shouldn't) really have to worry about it so much as practice it in show and delivery. GM'ing has always been (for me) a performance art to a far greater degree than much of anything else, at least tableside.
    Okay, so we've gained some insight to our Players as well as the PC's (and due note here : PC's properly played are NOT quite the same as Players)... So you can then tell where to employ things like reverse psychological stuff and backstory related hooks to more effectively influence the Players at the table. Some Players are keen to play the psychological game, and they will take particular notice when you get into great details in descriptive parts, so you (GM) will have to watch out for that, too. I've accidentally encouraged more than one Party exactly opposite what I intended on the map, simply because I over-described a certain barmaid's cuteness or outfit, instead of laying the tones thicker with minutia over the scarred and grizzled man with the eye-patch at the usual seat in the back of the tavern... Ooopsie... SO don't take this as me bragging about running the perfect game perfectly. Nope. I screw it up plenty. BUT I do my best to learn from my mistakes, and you might as well profit (intellectually anyway) from what I've garnered in my various observations. I've only been throwing plot hooks (including magically enchanted and comical mithril plot hooks) into adventures for 30 years or so. ;o)

  • @notoriouswhitemoth
    @notoriouswhitemoth 6 лет назад +17

    If your players do have a path they're absolutely insisting on... make your plot hook an obstacle on that path. Show them that the way to get what they want goes through what you want.

    • @jeepersmcgee3466
      @jeepersmcgee3466 3 года назад +1

      That could come across very railroady. I think my party would be upset with me for that. Sometimes you just need to kill your darlings, or maybe adapt them for something later

  • @Schaly
    @Schaly 6 лет назад

    I kinda do a sort of sandbox situation where there are several plot threads out there, and the party is free to, as they are on the current plot, find these other plotlines and inklings of other things. Once the adventure they are currently on ends, and I have been paying attention to which threads the party has been thinking about or latching onto, I then know what content to prepare next. Many times on an adventure, the party might come across several hooks to the same thread. Sometimes the players end up thinking their current adventure is in some way related to the hook(s), and I make sure to let them think that as long as it isn't completely derailing their current progress. Sometimes crazy conclusions my players come up with in-game really do inspire me to either take their crazy ideas and run with them or better, to subvert them in some way. Either way, they are invested in their own ideas, so I like to string them along. Either into existing threads and plots or into its own new thing entirely that they've had a hand in inspiring.
    If I have multiple hooks going on at once, obviously the players can't do everything at the same time, so I like to show the world changing and progressing. Unexplored plot hooks end up developing on their own. If the party chose to help a mage uncover a relic in his quest to cure his wife of lycanthropy, but decided to leave the purification of a desecrated temple for another day, then the events in the temple happen, and the hook takes on a new level of difficulty. More undead, maybe now the zombies in the temple graveyard have begun marching on the nearby town because the necromancer finished his ritual without the party stopping them. Now it becomes a different hook: Save the town from the hoard and stop the necromancer's tyranny. I love evolving hooks so much.
    For specific types of hooks themselves: I love leaving notes, having important looking people doing things or having conversations near them but not at them, having the players stumble upon seals/crests/magical or societally important items. The players I run for are generally very curious and just stumbling onto or into things they only half-understand urges them to want to understand it. Especially if those plots they don't have all the information for revolve around things the players have told me are important to their characters. If something doesn't have a specific "go here and figure it out" to it, then I know based on my own understanding of my world, that "Okay they will have to go here, it's the only place nearby with a person who knows about the thing they found." and having players with character who have skills and knowledge of the area, helps reaffirm that for them as players. To "go here" without me having to tell them in the hook directly.

  • @tuloong3807
    @tuloong3807 6 лет назад

    Personally, I've had to entice some of my players with wealth early on & others with their back stories used as plot hooks. I'm starting to mix them up though now so as to keep all the players interested in the story. It's been working great so far & I've not had to resort to anything else as of yet though I do thank you for the other ideas you mentioned.

  • @jasonhardin8383
    @jasonhardin8383 6 лет назад

    I don't tend to use plot hooks. In my stories, the event that I want to happen, happens where the party is. I never worry about location, as the event can happen almost anywhere and ,at least to the players, at any time. I still drop hints about what is going on. Though when I feel it is time for the story to move on, event X happens where they are or where they are near. This has generally always worked. Though it does require a lot more thinking on the go. I generally have a starting, pre-middle point, middle, pre-climax, climax, pre-ending, and then an ending point. My players can goo and do whatever they like. The story will come to them when needed. My group of players had changed from time to time, but they have all loved my stories.

  • @dragonliger
    @dragonliger 6 лет назад

    Hi, just found your content and find it really interesting. What are your opinions on NPC rivals?

  • @kaizernet8118
    @kaizernet8118 Год назад

    I think this is the most charisma 18 person I’ve seen in real life doesn’t even need to roll persuasion

  • @Xionologos
    @Xionologos 4 года назад

    Another way to present a plot hook, i believe is by creating a common need for th players. For example, not having money to do anything, or by having a very tough mission you "guide" them to a resting place only for it to reveal itself as a trap by a killing guild etc.

  • @PrehistoricLizard
    @PrehistoricLizard 6 лет назад +5

    Handsome Guy ;-* (Flattery aside, great video!)

  • @Necroskull388
    @Necroskull388 6 лет назад +5

    “Sure as eggs”

  • @Genericusername1004
    @Genericusername1004 6 лет назад

    Subbed

  • @rooski1191
    @rooski1191 5 лет назад

    This is my first Campign, but it has seemed to work out. I started campaign with a simple treasuring hunting dungeon crawl, only for that to lead into a confrontation with the minions of the big bad. Ten levels later, the big bad presence looms over the entire world, and the party made it their mission to stop him, dude too the personal interaction with his minions in the very first dungeon (which resulted in a PC death incidentally). Since then, I have been mostly in the business of side quests, with few necessary plot hooks needed.
    With that being said, I occasionally throw out a plot hook just to keep things fresh.

  • @Atze.Tatze69
    @Atze.Tatze69 5 лет назад

    For my part I am a Noob as GM, so in my intoduction of the Storyline.I already set the group up to get started right into the adventure
    So when the session begins, they already are on the Way to the "roumorous tower in the east" to gather the Magic scoll 4 the dusky wissard they "ingame" never met, but met in my intoStory, thisway we get into the action quick. The "free story part" to run free inside a city to do mearly nothing is morelikely to be at the end of the session. so, if some guys need to leave early, they wont miss the epic boss encounter or the lootgathering, but the path towards the next Plothooks.
    When the players in the end find or discover unplanned funny thinks, those can be linked to the next plot....
    in short: At the End of a story the Rod is thrown in the water, but the Hookbite is offscreen in my adventurelab

  • @drake4884
    @drake4884 4 года назад

    i be damend another gm like me that actualy also thinks hard on this ;) nice adwises

  • @Hiraether
    @Hiraether 4 года назад

    In Harmonquest (spoilers). The don't save the world due to incompetence. They miss every clue and basically become worse than the villain. Then the DM reset the world with temporal magic. He tried to make them realize how horrid they were... and they still didn't save the world. They are horrible if hilarious, and the DM Spencer really tried, but some parties are meant to not be heroes.. even if serendipity does all it can, they're still going to screw up the plot completely. It's a great example of how insane a game can get, especially with weekly guest comedians. I like it better than the other RP shows, even if they are horrible at the mechanics, they're great at pretending. All the other practiced actors are boring. I like The games on here better than anything on tv.

  • @CriticalEatsJapan
    @CriticalEatsJapan 6 лет назад

    Deny it ---haha, nice!

  • @S0namus
    @S0namus 3 года назад

    I think my players actually have the opposite problem to this, where they actively look for the plot hook and immediately take it.
    I kinda want them to explore a bit and do something different and unexpected sometimes, I wonder if there's a way to encourage them to do that? Like, to be a bit more independent. Weird complaint I know.

  • @LightingInvoker
    @LightingInvoker 5 лет назад

    A friend of mine likes to go looking for plot hooks buy going into the local shady bar and "looking for anyone suspicious" lmao

  • @flibbernodgets7018
    @flibbernodgets7018 6 лет назад

    OOOOoooohh, denying a plot hook sounds absolutely devious!

  • @aathunder2988
    @aathunder2988 5 лет назад

    can you make a video on how to make overpowered characters

  • @evilallensmithee
    @evilallensmithee 6 лет назад +6

    🤣 he is in Japan now right?, but looks more like Tolkien’s study. Blue screen?

  • @josefmilly
    @josefmilly 6 лет назад

    Will we ever hear your story, or something like Draw My Life? I'd love to know how our great D&D Mentor came to be

  • @teutonieth
    @teutonieth 6 лет назад

    One of my players is really having troubles creating their character. We're in the fourth session and the character is still basically a blank slate, without flaws, with only advantages... nearly a mary sue, but not quite, since it has no real backstory or description. How could i convince the player to get into the character?

  • @McBabe12329
    @McBabe12329 5 лет назад +1

    This guy looks just like my doctor

  • @InuyashaHanyu
    @InuyashaHanyu 6 лет назад

    What would you do in a situation where the players have different motivations based on their backstory. You as a DM have made some plothooks, to get them on the same road. But it did not work out for all the players. 2 of 4 characters do now want to follow your plot hook, while the 2 others want to chase their own things. In other words the party wants to split up. (and not just splitting up for shopping in town or so, but actually split up to go in somewhat opposite directions.)
    Any ideas of how a DM could deal with this?

    • @theman246
      @theman246 6 лет назад

      Ayane Ranma hey hope I’m not too late. I guess you could give the two something to chase that happens to lead in the direction you want. Whatever it is that they want could somehow intertwine with the direction of your plot hook that the other two were following. You might have to get creative so it doesn’t seem like railroading, but that’s what GMing is all about!

  • @nsenatore5131
    @nsenatore5131 3 года назад +1

    what do you do when your party goes “Hmm. This seems dangerous,” then decided to hust leave the area?

    • @mariavanilla6781
      @mariavanilla6781 3 года назад

      if they really just don't wanna go there, think about the consequences of them not showing up. maybe they don't wanna go down the sewers so the goblins that breed there, steal from the people living in town and some day starting an attack when it just gets too many of them down there to feed from stealing alone.
      maybe they don't wanna fight the evil in that dungeon and they miss out on part of the story of the bbeg. so they just don't learn that part and may be taken by surprise later on.

  • @Kzxo500
    @Kzxo500 5 лет назад

    I'm really struggling with my group, they have no valid reason to stick together because they keep swapping characters. The main plot hook I threw worked but now when I go to continue the main plot they dont care anymore.. I'm really stuck on what to do

  • @goatsurgeon
    @goatsurgeon 5 лет назад

    No one complains about railroading on a computer game, though and it’s still fun...
    I think it’s okay to railroad a little
    Just a little

  • @fhuber7507
    @fhuber7507 5 лет назад

    Let them g on some one-off. When they get back t town, the players hear how much worse it got because they ignored the original plot. After a few repetitions, the evil has started to over-run the town and their favorite inn is ashes.

  • @hangarflying
    @hangarflying 5 лет назад

    You knowingly went into a one-shot and made the deliberate choice to be difficult?

    • @justineberlein5916
      @justineberlein5916 3 года назад

      Seriously. Part of the social contract of gaming is that you take the plot hook. That doesn't mean they can't be sloppy, but there's a reason that my character rules include "You must have a reason to go on *this adventure*"

  • @bytheburnside7539
    @bytheburnside7539 6 лет назад +2

    Frits

  • @themuzzy5092
    @themuzzy5092 6 лет назад

    Is it okay for a player to pull aside a DM and just say, “hey, I had some neat ideas for things we could do in the world, take them or leave them”?

  • @themitochondriaisthepowerh9177
    @themitochondriaisthepowerh9177 5 лет назад

    Can I just say:
    GM: "So, P1, you see this person, he's across the room.(P2)"
    P1: "I ask, 'what's your name?'."
    P2: "Sorry, I can't say."
    P1: "I punch him."

  • @nathanlaube5985
    @nathanlaube5985 5 лет назад

    Top way to freak your players out: Everything is perfectly fine. Nothing wrong here.
    Never seen them so paranoid.

  • @HawkThePhoenix
    @HawkThePhoenix 6 лет назад

    I have a player who just chases xp. And he sleeps through non-combat. It's hard to motivate him and I don't understand what he gets out of joining our group

    • @omlo9093
      @omlo9093 6 лет назад +2

      Force the player to engage. The party gets captured by a tribe of hungry lizardmen and they think he is the party leader. If he cannot negotiate a deal or solution, then give them all a deadly fight. Tie them up, cook them alive, make it so that player is put into a situatuion where they must act to help their party members.

    • @larsdahl5528
      @larsdahl5528 6 лет назад +2

      Yes, I know that type of player, I have seen some of them.
      I know a GM quite good at dealing with that type of players: Concluding the group did not work properly, so he ended the campaign for to start a new one, this time using a low combat RPG system! That either made that player improve play style or leave the group!

    • @HawkThePhoenix
      @HawkThePhoenix 6 лет назад

      Om Lo I have. I used to be able to pull heroic moments out of him, but I think he's just burnt out. He plays in 4 groups a week

    • @omlo9093
      @omlo9093 6 лет назад +1

      Kaysin Enorai
      I've had a multi-game player in my party before and I'll tell you the same thing I told him: Ask "Are you still having fun?"

    • @HawkThePhoenix
      @HawkThePhoenix 6 лет назад

      I've just decided he will miss out when he isn't paying attention. He will be a background character in my games. I give out items to other people during roleplay moments and he just sits at the gate to the city twittling his thumbs. He has stepped up to save the party from a dragon, and ran head first through a portal to catch a thief, so he does participate if it's somewhat combat related, just doesn't really seem to care about the story part.

  • @davionriley391
    @davionriley391 8 месяцев назад

    Is this the fella from Shadiversity?

  • @Kali-Alpha
    @Kali-Alpha 5 лет назад

    Can you hear the train coming? You'd better run down the tracks.

  • @theman246
    @theman246 6 лет назад

    Did-did anyone else not know his name before this video?

  • @trevorp8124
    @trevorp8124 5 лет назад

    Steal from them.
    Can't do it more than once, but *goddamn* , will players chase down thieves.

  • @TheCrimebaby
    @TheCrimebaby 6 лет назад

    Our GM discourages us from thinking our way out of consequences instead of applauding us. He killed off one of our characters and when I found a way to bring him back to life he told me to just follow the original plotline and that actions have consequences and that we should just accept that. It's why I'm learning to be a GM now. I want to be a fair GM.

    • @randombrit13
      @randombrit13 6 лет назад +1

      Fought a Pidgeon that just seems ridiculous and Unfun. Always reward being smart

  • @dolphinboi-playmonsterranc9668
    @dolphinboi-playmonsterranc9668 5 лет назад

    A train shouldn't have hooks on it, silly

  • @Elythia
    @Elythia 6 лет назад

    Too much editing? Sorry, but I noticed that your eyes have the color of your skin, like an overlay or something.