Beoric
8, 8, I forget what is for
Surely there is a more efficient way of doing this, though. Since (a) hooks are generally located outside of the scenario, in the sense that the ad hoc patron or urgent message or whatever is something the characters encounter before they enter the module proper, and (b) you want this information to be aimed at DMs rather than players, it would make more sense to provide game elements - patrons, quest givers, treasure maps, etc. - that exist outside of the module proper and that a DM can use as he chooses.Everyone is commenting about hooks being for the players (I didnt read Luke's blogpost though), but I see hooks being a helpful tool for the DM--mainly in the way that it summarizes some of the key components of the adventure. My backstory/summaries are usually pretty short, so the hooks can enhance that backstory for the DM to choose what they want to do with it or how to get the PCs to the adventure---or basically a quick summary.
Sure...as DP says, some DMs may lack the imagination required to be a good DM...fair enough, but where I'm coming from is the hook can be a tool for the DMs that have a great imagination, but they lack time. They grab an adventure and need to run it within the next 30 seconds....are you telling me that reading some hooks right off the bat would not help a DM get a quick sense of the adventure's purpose and get the game going and maybe create some interaction to at least see where things lead?
I never read hooks to my players--usually they are jarring, railroady, and as others have stated--they suck, etc. But I still find hooks extremely useful.
As DM, I know the hook.....so I use the bait (rumors--which I think are critical to adventure design), which creates that DM/Player interaction, to get them on the hook (that they dont necessarily know about) and most times the result is players think they are acting out on their own motivations (which should be every DM's goal in my opinion). Now I got my player's focus on the game.
So for example, let's take one of the most hackneyed hooks, the caravan guard. Don't just say the PCs are hired to guard a caravan. Instead, give the DM Weird Larry,* smuggler of antiquities. Weird Larry takes crazy risks, and he's made his fortune and lost it several times over, but knows which palms to grease, and he pays to dollar to anyone who helps him move his merchandise. Make Weird Larry interesting enough that the DM is going to want to use him as an NPC even if he never uses the adventure. Maybe even develop his operation a bit. Re-use Weird Larry for other modules. Maybe in one module he's looking for someone to protect a shipment, but in another he has a treasure map and wants it checked out, and in a third the tax collector he bought has just retired, and he needs someone to sneak the goods into the country.
*Named in honor of a colorful individual I met in Babb, Montana, who actually introduced himself that way. I shit you not, Weird Larry had a holster with a beer in it, and a snub nosed pistol sticking out of his front shirt pocket. He was three sheets to the wind, and he told me a story about how the "Big Daddy Sheriff" shot his brother down, and how he wasn't a-scared of nothin', because he was a roofer.