#dnd tip for new DMs: a hook points PCs toward adventure. It can be subtle, like an overheard whisper. or obvious, like a job board posting. It can even be extreme, like a dragon landing on them. Some PCs create their own hooks and stories, but most need directions to the action.
— Shawn Merwin #WinterFantasy Prep (@shawnmerwin) January 31, 2019
I group them as Pushes or Pulls. A push is a compulsion on the PCs (e.g. your king orders you to do x). A pull is a desire of the PCs (e.g. a reward is being offered for x). Campaigns tend to start with more pushes, but evolve into more pulls and comes with player agency.
— The DM behind the screen (@Hjorimir) January 31, 2019
Very nice analysis. Complicating this are different player types, as some players bristle against any push ("don't railroad me, bro!") while other seem resistant to or unable to provide a pull they like. But this is a great starting point for discussion. https://t.co/NGGBnYEmUh
— Shawn Merwin #WinterFantasy Prep (@shawnmerwin) January 31, 2019
An interesting response, Shawn! I see railroading as the DM (not the NPCs) forcing PC actions. As a counter, if a PC is upset that they’re being pulled by the king, they can turn it into a push by simply refusing. Of course, there may be consequences, but that’s always the case. Exactly, that's why I say it depends on the player. "Railroad" is a loaded term on its own, but some players I have dealt with treat unwanted in-character choices as "railroading" when bad consequences comes from their bad choices.
— Shawn Merwin #WinterFantasy Prep (@shawnmerwin) January 31, 2019
For maximum player buy-in pull hooks from their backstories and party interactions. Always let them feel like they are not just a part of the world but an agent of change. https://t.co/GsSlEMZ7wT
— jex thomas // eden oakfield (@jexjthomas) February 1, 2019
This is wonderful advice when you have players who do the work of creating backstories! https://t.co/6eRxhGYP80
— Shawn Merwin #WinterFantasy Prep (@shawnmerwin) February 1, 2019