Jzadek
2013-06-16, 07:29 PM
I see a lot of people wanting to write a campaign, but are never sure where to start, and that's something I get a lot myself. I often find that the best way to get the creative juices flowing is an interesting premise, the hook. So, I thought to aid that, it might be fun to compile a catalogue of interesting hooks that play-grounders come up with.
I'll start.
1. Many years ago, for no apparent reason, the greatest of the dwarven cities shut its great stone gates on the world. Now, for the first time anyone can remember, the gates have opened again.
2. An evil overlord and his armies of darkness are vanquished. Only problem is, now there are a whole lot of orcs and goblins with nowhere to go and no-one to control them, and they start to tear up the countryside of the civilized lands in a bloody civil war.
3. The players are requested to help investigate a series of strange and supernatural deaths in a town on the frontiers of the wilderness. However, rather than vengeful fey, it is the town's own druid committing the murders as he has become radicalized seeing the damage the town is doing to the land.
4. A nobleman invites the players to protect him from assassins at an important political function, only to manipulate them into killing a rival of his while he gets off blameless.
5. The players are commanded to pursue a fugitive - only trouble is, he's seeking asylum in the lands of the gnolls, and they don't take kindly to intruders.
I'll start.
1. Many years ago, for no apparent reason, the greatest of the dwarven cities shut its great stone gates on the world. Now, for the first time anyone can remember, the gates have opened again.
2. An evil overlord and his armies of darkness are vanquished. Only problem is, now there are a whole lot of orcs and goblins with nowhere to go and no-one to control them, and they start to tear up the countryside of the civilized lands in a bloody civil war.
3. The players are requested to help investigate a series of strange and supernatural deaths in a town on the frontiers of the wilderness. However, rather than vengeful fey, it is the town's own druid committing the murders as he has become radicalized seeing the damage the town is doing to the land.
4. A nobleman invites the players to protect him from assassins at an important political function, only to manipulate them into killing a rival of his while he gets off blameless.
5. The players are commanded to pursue a fugitive - only trouble is, he's seeking asylum in the lands of the gnolls, and they don't take kindly to intruders.