Why do the adventurers care? Why are they here? Why are they in the dungeon at all?
“Weak hooks” are a common point of criticism in adventure reviews. The reviews are not wrong, but I’m sympathetic to the adventure writers here. It is difficult for a standalone adventure to hook players. The product is implicitly available to drop into an existing game. The writer is trying to come up with something that will be specific enough to foreshadow the adventure and motivate the players toward it, but at the same time general enough that it can be dropped into any game with minimal modification. That’s a narrow target to hit. Good hooks are hard!
Good games are powered by motivation. Even in the grottiest old-school game, where the PCs aspire to little more than shivving goblins for copper coins in a dank hole in the ground… play that game long enough, and those PCs are going to develop some kind of purpose or goal. They may not set out to save the world, but they’re going to organically come up with some kind of goal, whether it is stick it to their rivals, get rich, build something cool, make history, or simply find out just how deep this dungeon goes.
So here’s another idea. This has big story game energy, so it’s not going to be for everyone. But… I would be curious to try it.
Write five hooks (rumors, leads, whatever) for your adventuring scenario. One for each of the following categories:
- Wealth: The accumulation of resources, from common coins to unique works of art.
- Status: Importance in the eyes of other creatures, whether mundane societies or mystical peers.
- Knowledge: Secrets, lore, or new discoveries about the world and its wonders.
- Purpose: A belief, cause, or principle that gives meaning to life and justifies risking danger.
- Change: Altering the world in some way, whether to effect a very particular change or simply to leave one’s mark.
When the PCs decide to take up the scenario, each player chooses one of the five hook types. The hook that the most players pick is the party’s shared motivation to pursue the adventure. If a player is indifferent or otherwise doesn’t want to choose, their vote defaults to Wealth. Wealth also always wins ties. Ties between non-Wealth categories are settled by a roll of the dice.
Even those who voted for something else share in this motivation as long as they are a member of the party and the group pursues the hook. One or more characters might vocally dissent, but if they’re not quitting the group over it, they're implicitly going along with the shared motiviation.
Here’s the twist. Each PC has a one-time ability they can choose to use at any point during the scenario associated with the hook the GM provided. When they use it, they change their motivation from the party’s shared motivation to a different motivation. If they are switching to Status, Knowledge, Purpose, or Change, they have to be able to explain what that looks like in-world – status in the eyes of whom? What kind of knowledge? Which purpose, and why does it matter to them? What specific change? (If they switch to Wealth, they don’t have to provide any elaboration).
When they do this, they can reroll a failed roll. Or get some equivalent bennie, depending on the system. The mechanical payoff should be something big enough that it might turn the tide in a specific dangerous situation, but not so great that it overshadows the characters’ conventional abilities. This idea is more about the implications of the process and less about the award itself.
For example, a party made up of five PCs votes on the five motivations. Two players choose Status twice, one chooses Wealth, and two choose Purpose. The GM says that odds means Status and evens means Purpose, then rolls and gets an even number, so Purpose wins. The DM gives the PCs a Purpose hook, explaining that wyverns have migrated out of the mountains for unknown reasons and are terrorizing the populace. The PCs agree to help, with the two PCs who chose Purpose perhaps leading the interaction, describing how the situation applies to their characters’ values.
While scaling the wyvern’s spire, the party thief is in danger of being grabbed and carried away by a wyvern. They use their one-time power to reroll a failed result, avoiding capture. The thief changes their motivation to Wealth, deciding that they’re only sticking with this boondoggle if there is some treasure involved.
Why do this? Two reasons.
First, there’s a very rich vein of media where characters set off with goals that seem clear and straightforward, but change as they learn new information or endure challenging circumstances. In narrative media like movies and books, this is pretty conspicuous, and part of enough stories to be a widely recognized trope. TTRPGs cannot and should not try to force “beats” taken from narrative media, but plenty of story games have proven that it can be done organically.
Second, it can create some interesting friction between the mechanical payoff and party unity, because the party starts off with the same motivation, but their motivation splits once someone uses this power. The GM should use split motivations to inform challenges and choices for the players. What happens when the thief chooses Wealth instead of Purpose? What happens if the spire lacks treasure? Or if there’s an opportunity to grab the treasure without dealing with the wyverns? What if another PC changes motivations? What happens when the Purpose group loses its plurality? Answer those questions, and you've found your own meaning.
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