[Twilight Time] Create Your Own Instant Plot Hooks

Heather Grove heather at burningvoid.com
Mon May 13 08:36:00 EDT 2002


May 13, 2002 - Create Your Own Instant Plot Hooks
Volume 3, Issue 7

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Good morning!

Whew - that ws close! This mailing list used to be set up to 
automatically post any email sent from me; it just blocked other 
posters. But lately the spam and viruses have been flying fast and 
thick, and they have a new twist: forged headers from your own 
network. I saw one of these and immediately changed things so that 
even my posts needed approval in order to go out. Sure enough, three 
days later - mail tried to go to the list, supposedly from my address. 
There *should* now be no way that spam or viruses can end up going to 
the list. My fingers are crossed!

In the meantime, it's Spring, and you know what that means - yard 
work. For the very first time we have a yard to take care of, and we 
decided to start with all the bushes around the house. No problem - 
until we decided we needed to rip out a rose bush (ow! Thorns!) and 
cut down a tree. What was going to be the work of a few hours has gone 
on for a whole day so far, and will probably take another. Still, 
there's a nice feeling you get from doing it yourself.

And that's what this article is about - doing it yourself. Sure, we've 
had all sorts of variations on the instant plot hook concept. But this 
time we're going to talk about what makes a good IPH and how you can 
come up with your own. I hope you enjoy it!

Have a great day,
Heather

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Create Your Own Instant Plot Hooks

In January of 2001 we created something we called the "instant plot 
hook." These are little items and ideas that you can drop into your 
game at a moment's notice, with very little preparation. The idea is 
that they can take up a spare hour or half-hour here or there when 
your players have unexpectedly run through the material you prepared a 
little faster than you anticipated. Or you can drop them in when 
things seem a little slow and you want to liven things up. If the 
instant plot hook attracts the attention of the players and seems to 
be working out in an interesting way, then you can flesh it out into a 
full plot during the time between game sessions.

Since then we've gotten several articles out of the instant plot hook 
idea. If you never saw it, you might want to take a brief glance at 
the original article:
http://www.burningvoid.com/pipermail/void/2001q1/000009.html

This time, instead of simply handing you a bunch of IPHs, we're going 
to help you make your own.


Remember the Mystery

Most important to an instant plot hook is mystery. If it's just a 
random event, entirely explained, then there might not be a whole lot 
for the party to investigate and you won't serve your goal of filling 
up that half-hour or so. This isn't always the case - there are IPH 
categories that don't require mystery - but it is a common theme.

Gifts have unannounced senders, odd undiscovered properties, or 
otherwise mysterious origins. Cases of mistaken identity have a trail 
of problems to track back to their source (the same with 
mis-deliveries and switched documents). Prophecies and visions often 
have metaphorical elements that must be puzzled out and matched up 
with reality.

Hopefully there's enough mystery that the party can start checking 
things out, ask a few questions, investigate a lead or two, but not 
get too far in the space of that half-hour you need to fill. That way 
you have the time between game sessions to fill in the gaps in the 
story and expand on the IPH, turning it into a full-blown plot.

The other advantage to a mysterious IPH is a lack of detail tying it 
to a specific plot, place, or person. This means that it's less likely 
to be rendered obsolete when that plot goes in an unexpected 
direction, the player characters (PCs) move to a new city, or a 
related person dies. The mystery gives the IPH a much longer 
shelf-life, allowing you to hold onto it until you need it.

Examples of mysterious IPHs:

#1. When the party wakes up one morning, they find that the world is 
trapped in an unending night. The sun never rose. Everything is dark 
and quiet. What happened? Is it a natural phenomenon? Who could have 
done such a thing, and why?

#2. A non-player character (NPC), preferably a friend of one of the 
PCs (or someone they need), vanishes in front of their eyes. Where did 
he go? Did someone take him, and if so, why? Or could the problem be 
with the PCs...


Keep it Short & Flexible

Keep the IPH short. One, maybe two paragraphs (at most) is usually 
good. Sometimes it only takes a sentence or two. There's a good reason 
for this - unless you're sure you'll use that IPH within the next 
session or two, you never know when you'll make use of it. It could 
happen next session, next week, or next year. This means IPHs have to 
be as flexible as possible.

The more details you pin down in advance the more assumptions you're 
making. Such as what interests your party, what they're likely to 
check out and how, and where the plot is likely to go. If you don't 
end up using the IPH for a while, then for all you know the party 
might have moved to a different city, developed an interest in an 
entirely different type of plot, or even switched membership a couple 
of times. The NPCs you worked into the IPH's plot might have died. Any 
of these things could make your well-detailed IPH irrelevant to your 
current game or party.

The "instant" part of instant plot hook refers to the fact that you 
don't have to change a lot of details before you drop it into your 
game. The fewer details you pin down in advance, the fewer details 
you'll have to change.

Examples of short & flexible IPHs:

#1. A party member's shadow takes on a life of its own. What does it 
do? Why has this happened? How can it be fixed?

#2. An enemy of the party comes to them for help, and it isn't a trap...


Think in Categories

If you're trying to come up with a nice long list of IPHs that will 
last you a while, then start with categories instead of single items. 
If you have difficulty with this at first, then start with a hook and 
work backwards to figure out what sort of category it might fall into. 
Here are the categories we've played with so far:

Basic instant plot hooks:
*  Gifts,
*  Cases of mistaken identity,
*  Mis-deliveries and switched documents,
*  Muggings, thefts, and random combats,
*  Prophecies and visions,
*  Disasters and catastrophes,
*  Job offers,
*  Mysterious nonexistent relatives or friends,
*  Sudden trips.

Our creepy plot hook categories:
*  Blood,
*  Things that aren't quite right,
*  Body changes,
*  Mind changes,
*  The hunt,
*  Monsters,
*  Mysterious disappearances.

Our item hook categories:
*  Plot-relevant items,
*  Items once owned by a celebrity,
*  Historically relevant items,
*  Personally relevant items,
*  Unusual and unique items.

I'm sure there are quite a few more that we haven't thought of at all! 
There are a couple of advantages to thinking in categories. First, it 
helps you to make sure that you don't use the same sort of IPH too 
many times in a row - you know that if you recently used an IPH from 
one category then it's time to move on to another. Second, if you can 
come up with an entire category that works well, then it can be even 
easier to brainstorm later IPHs from that same category.


Make it Exciting

Try to make the IPH something that will immediately catch the interest 
of the party. Mystery is a part of this - any player characters (PCs) 
with a healthy dose of curiosity will hopefully get caught up in a 
mystery. Excitement can come in any of a number of forms, however. You 
know your players best, so hopefully you have some idea of what will 
interest them and pull them into a plot. Use that!

Although what excites one group of players can be totally different 
from what excites another, we'll do our best to give you a couple of 
examples of exciting IPHs:

#1. A cinematic chase scene happens right in front of the characters. 
Unfortunately for them, one of the participants decides to drag the 
PCs into it. He hides behind a PC, tries to take a PC hostage, begs 
them for help, or something similar. Who are these people and why are 
they trying to kill each other?

#2. One of the PCs starts to have flashes that he thinks are 
hallucinations. Unfortunately for him, as events unravel he starts to 
realize that he's seeing through someone else's eyes. That someone is 
doing something terrifying, horrifying, alien, or just plain weird 
(something that can be narrated in a gripping manner). Who is the 
other? Why is he connected to that particular PC? What is the other 
trying to accomplish? How can the PC find and (stop/help) the person?


Include Questions

Include a few questions in your IPH that your PCs might look into or 
try to answer, or that you will need to answer. It's a quick way to 
get you thinking in the right directions, since you'll probably be 
picking out your IPH in the middle of the game. It's an easy way to 
remind you of what you need to fit into the game and get across to 
your players. You might think of your questions as sparks to help you 
improvise.

#1. When one of the PCs arrives home, he finds some other family 
(seemingly perfectly normal) living in his home, claiming all of his 
possessions as theirs. If he does any checking, no one except him and 
the rest of the PCs remembers him as living there (although anyone who 
knew him well seems a little uncertain), and any paper records show 
the other family as living there. Who are they? Why have they moved 
in? Why does reality seem to agree that the home belongs to them?

#2. [Another alternative is to add a few possible answers to those 
questions, to give you something to work with when the time comes. 
Even if none of those suggestions end up being appropriate to the 
current situation, you can use them as inspiration:]

A package arrives for one of the PCs. Inside that package is a locked 
strongbox with a note on it saying "Beware: Highly Dangerous," but the 
contents seem simple and ordinary (a cheap bracelet, a random library 
book, or a bottle of spring water). What's dangerous about the item? 
Who sent it? Why did they choose one of the PCs as the recipient? Why 
is there no explanation of the item included?

The item might have been sent by an enemy, mentor, unknown family 
member, or random person who has heard of the PC's reputation (or who 
has heard a prophecy regarding the PC). He might have sent the item 
for safe-keeping. It could be a trap. It could be dangerous but 
helpful, and he wanted the PC to have the use of it. Perhaps he left 
the explanation out because he thinks the PC wouldn't believe him, and 
thus wants the PC to find out the details to his own satisfaction. 
Perhaps he didn't want to risk the explanation falling into the wrong 
hands. The item could be magical or mystical, or simply important 
because of what is prophesied to happen to or around it. It could be 
some sort of illusion or disguise covering up something important, or 
it could have something important hidden inside of it. It could be a 
puzzle or message of some sort.


Practice Improvisation First

It helps to have at least a little experience with improvisation 
before you start messing with instant plot hooks. They are, after all, 
the antithesis of fully prepared material. This is all right, though, 
as improvisation is important to game mastering (GMing) for so many 
reasons! Check out the following articles if you need a little more 
help with your improvisation:

Improvisation Made Easy:
http://www.burningvoid.com/users/heather/roleplaying/Essays/improvfreewill.html

Improvisation Tricks:
http://www.burningvoid.com/users/heather/roleplaying/Essays/itricksfreewill.html


Hopefully all of this has given you a few ideas for where you might 
start when creating your own instant plot hooks. They're so useful 
when your players short-circuit what you had planned. They're kind of 
a safety net, so you don't feel like you have to railroad the PCs into 
following your plot - you can let them take things wherever they want, 
and then use your IPHs to fill in any blank spots that causes. As 
always, free will in roleplaying rules the day!


What's Your Opinion?:

Comments on this issue's topic? Suggestions? Tips? Special topic 
requests? Drop me a line at (heather at burningvoid.com). If I pass any 
of your suggestions on (either through the newsletter or the RPG 
resources page), I'll attribute them to you. Be sure to tell me if you 
don't want me to use your name and/or comments!


Next Issue:

Defeating villains! Coming in just a few weeks (early June).

+++++++++++++++++++++++++++++++++++++++++++++


SITE UPDATE:

Burning Void Roleplaying Resources:
http://www.burningvoid.com/users/heather/roleplaying/resources.html

We have lots of new articles for you this month!

http://www.burningvoid.com/users/heather/roleplaying/Essays/firewall101.html
Firewalling 101 for Players
Having trouble keeping player and character knowledge separate? Not 
even sure what the heck I'm talking about? Check out our article for 
players on "firewalling" - we provide tips and tricks to make dealing 
with out of character information much easier.

http://www.burningvoid.com/users/heather/roleplaying/Essays/rpworld8.html
Game Worlds Designed for Roleplaying VIII: Plot Hooks
Plot hooks - why to pack 'em in, and how to train yourself to write them!

http://www.burningvoid.com/users/heather/roleplaying/Essays/reallife.html
Using Real Life Material as the Basis of Roleplaying Plots
We're tackling that old, controversial subject: is it okay to use 
real-life events and tragedies as the basis for plots in your 
roleplaying games? If so, when? And how?

http://www.burningvoid.com/users/heather/roleplaying/Reviews/0502-1.html
Jeffrey Howard's review of "A Thief's Tale," a Guildhouse Games $5 d20 
supplement. Definitely worth checking out! (The review *and* the 
module. ;)

http://www.burningvoid.com/users/heather/writing/ms/essay/outlines.html
How to Write Useful Outlines for Writers
Not all outlines are created equal. Some do a much better job than 
others at getting across what they want. Learn a few tips & tricks for 
getting across what it is that you want!


An article from the writing resources page that some of you might find 
useful:

http://www.burningvoid.com/users/heather/writing/ms/essay/workhome.html
How to Successfully Work from Home
This one was inspired by some of my own problems, and includes all the 
tips & hints I could think of to make working from home easier and 
more successful.

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