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<blockquote data-quote="DEFCON 1" data-source="post: 9284508" data-attributes="member: 7006"><p>The hard part of answering something like this will be down to the type of game the table plays. Because my initial response from my perspective is that one doesn't need to hand out "plot" for them to follow... one can simply give out "plot hooks" and let them decide for themselves which ones to follow. But of course the problem with even an answer like this is if the table of players doesn't want to (or is unable to) either notice these hooks and act on them, or come to a consensus on which ones are intriguing, then you have a roadblock to try and get them to jump over. So while my answer would make sense for a more proactive type of table... if one's table is completely passive... even handing out juicy plot hooks might not work.</p><p></p><p>So how do you get that type of table to start trying to do it? It might just need to be something as simple and as bland as the old "Job Board"-- the board in front of the town hall with all the "plot hooks" posted right there for the group to see and then the DM just sits on their hands and waits for the table to decide to do one. If one puts the idea of seeing plot hooks, choosing one, and then following through on it... tables can become more used to that idea and concept... and then they may start noticing plot hooks out in the world you insert that don't have to be sign-posted as such. The table follows a Job Board posting to find a wagon rumored to be stolen by goblins, then at the end of the goblin hideout the dwarven captive they rescue tells the party his brothers went looking for a lost mine of rumored magical power and treasure and haven't been heard from since, and that he has a map. Here's now a new plot hook that they can choose to follow (or not), and their adventures can continue.</p><p></p><p><em>EDIT</em> Now having said this... because I do not know how you specifically dungeonmaster, I cannot say whether or not the scenario I gave above would or would not fall into your specific ideas of what "feeding them plot" might be. Maybe what I've said above in your mind IS "feeding them plot" and you don't want to do that... in which case of course my examples don't serve you. If that's the case, then feel free to ignore me. But I don't know another useful answer then, as I could consider the dangling of plothooks to not be a bad thing with which to avoid, but part and parcel with giving out adventuring information.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9284508, member: 7006"] The hard part of answering something like this will be down to the type of game the table plays. Because my initial response from my perspective is that one doesn't need to hand out "plot" for them to follow... one can simply give out "plot hooks" and let them decide for themselves which ones to follow. But of course the problem with even an answer like this is if the table of players doesn't want to (or is unable to) either notice these hooks and act on them, or come to a consensus on which ones are intriguing, then you have a roadblock to try and get them to jump over. So while my answer would make sense for a more proactive type of table... if one's table is completely passive... even handing out juicy plot hooks might not work. So how do you get that type of table to start trying to do it? It might just need to be something as simple and as bland as the old "Job Board"-- the board in front of the town hall with all the "plot hooks" posted right there for the group to see and then the DM just sits on their hands and waits for the table to decide to do one. If one puts the idea of seeing plot hooks, choosing one, and then following through on it... tables can become more used to that idea and concept... and then they may start noticing plot hooks out in the world you insert that don't have to be sign-posted as such. The table follows a Job Board posting to find a wagon rumored to be stolen by goblins, then at the end of the goblin hideout the dwarven captive they rescue tells the party his brothers went looking for a lost mine of rumored magical power and treasure and haven't been heard from since, and that he has a map. Here's now a new plot hook that they can choose to follow (or not), and their adventures can continue. [I]EDIT[/I] Now having said this... because I do not know how you specifically dungeonmaster, I cannot say whether or not the scenario I gave above would or would not fall into your specific ideas of what "feeding them plot" might be. Maybe what I've said above in your mind IS "feeding them plot" and you don't want to do that... in which case of course my examples don't serve you. If that's the case, then feel free to ignore me. But I don't know another useful answer then, as I could consider the dangling of plothooks to not be a bad thing with which to avoid, but part and parcel with giving out adventuring information. [/QUOTE]
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