====== Hook Creation ====== In general, hooks should have some of the following characteristics to attract player investment: === In-game Rewards === * Tangible goods: money, gear, spells, abilities * Information about treasure locations, maps * Social status/standing * Allies, Clubs, * Special Treatment * Store discounts * Advice/Information services === Mystery === * Play on the curiosity of the party * New information may be seen as a reward * Abnormalities and strange phenomena are very compelling * What might be hiding in an interesting location === Related to pre-existing events/activities === * Negative consequences require new issues to be taken care of. * Think of what new opportunities may become accessible due to success/rewards. Players will be happy to capitalise on their new capacities. === Threat of Negative consequences === * Immediate danger to an individual * Townsfolk discussing feelings of unease relating to an issue === Character-driven === * Opportunities for a player to perform/explore aspects of their character * Emphasise the heroism and popularity the players have among their society. * Rivalry, Impress others.