When running a tabletop role-playing game campaign, we want to draw
people in. We want to hook them and have them looking forward to the
next session. And as is the pattern for this kind of thing, it isn't
easy. Different people may need different things to draw them in.
Though I of course cannot offer a definitive opinion or an exhaustive
list, I hope I can offer a few helpful tips at the very least.
Types of Games
The nature of the games we're playing has a large impact on the kind
of things we can use to hook people and how important they are. In a
one shot, doing so quickly and efficiently is very important. We have
very little time to work with so we need to make use of it
effectively. In more relaxed settings, such as a long home campaign,
we have a bit more time to work with. However, getting players
interested in the goings on is still extremely important. It's just
we can be more subtle and measured instead of being forced
throw our players right into the thick of it.
Hooking vs. Maintaining
Hooking, grabbing the interest of players at the start, is different
than maintaining interest. Of course, both are important but I want
to focus just on the hook for now. It also wouldn't say one is easier
than other, and there are many overlaps. However, they often work in different ways.
Start With Actions
One of the easiest, most straight forward and effective ways I've
come across is to make sure things start with some sort of actions or
events. It's similar to the idea of show, don't tell.
Particularly when you don't have a lot of time to work with, the
adventure might need to come to the players. Of course, the players
still need to make the choice to go on the adventure.
What do I mean by actions? Let's take the classic situation of all
the players being in an inn and meeting each other. This kind of
thing is more of a setting for an adventure and not an event. If we
now had the inn catching on fire, attacked by someone or have an
injured stranger collapse into the room, we've got an event that can
capture the interests of players. These kinds of events, from my
experience, tend to work best when they hint at something bigger.
They are parts of stories, and that's a source of their power.
However, they should also be able to stand alone and be interesting
on their own. In a long campaign your first session may be aimed with
the expressed goal to try and hook your players as well as introduce
them to your world. In this case, it should probably still be part of
a larger story, but also function as a story on its own.
Keeping this kind of thing in mind is a good idea in general. Instead
of hearing about some event, you can instead show the consequences of
the event. As an example, show the large influx of people as a result
of armed conflict to the north instead of just hearing people
discussing it in the bar. You can still keep the discussion,
especially since not all details will be immediately noticed. That's
fine though. After hearing the conversation there can be that “aha!”
moment.
Also don't
be upset if they don't bite at first, or go in a different direction.
They may be waiting for more details before jumping in, or have great
ideas you never thought of. I also find it helps to think of this as
setting the stage. We'll set events into motion, and the players mess it
up, twist it, and turn it towards their outcomes. Don't forget it's a
shared story.
Themes
People often have their own pet themes that they love to see. I know
I am guilty of it. If you know some of the themes your players find
interesting, incorporating some of them is often an easy way to
increase interest. Of course the execution matters too. But there are
certain things that just resonate better with us. It might be time
travel, or it might be the nature of undeath, but regardless it still
helps. I've made my opinion on the matter of themes extremely clear.
Having an overarching theme or themes helps in other ways too. It
allows players to have a vague idea of the kinds of things they'll
experience, without telling them what to expect. If your players are
speculating about things that might happen or planning for the next
session, you know you hooked their interest.
Combat
Combat, is of course, an event. It can also be a great way to get
generate interest at the start of a campaign. However, there are a
few things that I think need to be kept in mind. Even when doing so,
the role-play considerations should be kept in mind. One of the great
things about interesting combat encounters is that they have real
risk and force players to weigh options. However, once over, they can
often be forgotten and fade into the back ground. Having the combat
encounter be an event that relates and pushes the story forward means
that it is not so easily forgotten. Instead, it keeps generating
interest because it still has a link with the future. Fighting random
wolves in the forest doesn't do this, unless of course it turns out
that the reason that the wolves are forced out of the forest is an
army of undead moving ever closer.
Even if there is a reason in the background for it, your players need
to know or at least have a suspicion or it won't work. Instead you'll
have a revelation moment, no speculation, and no real payoff. I want
my players to feel something is off and want to discover what that
something is. Another thing to keep in mind is the general skill
level of your players. Throwing players right into combat can be
daunting for a new player. However, when planned properly, it can
also be a good way to introduce them to the combat rules. It also
helps establish the kind of game they will be playing. Will the
battles be big and grandiose, forcing the players to use all of their
skills and abilities? Will it be a longer battle of attrition where
one battle won't kill them, but using the wrong resources at the
wrong time will? Or is it your special blend of both? A well designed
combat encounter can be talked about years later.
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