The Instant Plot Hook

First published 1/3/2001; last edited 12/23/2004

It happens to every game master (GM) eventually. You're playing along in your roleplaying game (RPG), everything is going fine, and then your players short-circuit half of your plots, leaving you stuck with nothing to give them for the rest of the evening. Or things just happen to go faster than you expected, and you didn't do as much prep work this week. Don't you wish that you had a list of instant plot hooks? Of things that you could drop into any game that would get the players moving again and give you an hour of breathing room? That would just get you to the end of the night, so you'd have another week to come up with something?

That's what we're going to do today. We'll suggest a bunch of things that you can drop into a game that will hopefully get you through that last hour. Some of them will be suitable for taking up a half-hour or so. Some of them you'll be able to expand on when the night ends and you have some time to turn them into proper plots. Whatever you decide to do, we hope this article will make a few of those sudden empty hours a little easier on you!

The Hooks

The Gift

Pick an unlikely NPC and have him give a party-member an unusual gift with minimal explanation. Or maybe the gift comes through the mail with no return address, so there's no way of knowing who sent it.

The plan here is to get the party to spend a good part of the rest of the night investigating the gift: what it might be or do, who sent it, where it came from, and why. Thus the more mystery that surrounds the gift, the better. The more unusual it is, the more they'll want to figure it out. The weirder its origins, the more they'll feel a need to investigate it. Drop weird clues here and there. Let them spend time casting spells on it, fingerprinting it, or questioning anyone whose hands it might have gone through. Maybe the item even comes with a mysterious or cryptic message.

You can use this as a one-time thing to take up a half-hour. Or if you want plot fodder for the next run, allow yourself to drop hints without giving everything away; you don't have to know exactly where you're going with those hints. Just make sure you write them down so you don't forget them! Then, during the following week, you can come up with the details of any strange powers the item might have, or perhaps its convoluted history. Use the details you dropped during the game and keep things consistent. If you decide you don't like any of the hints you dropped, figure out a way to turn them into red herrings. Some possible gifts:

A Case of Mistaken Identity

One of the party is mistaken for someone else. Confusion (and probably danger) ensue. You could use this to get the party caught up in something strange. Or you could set it up to simply send them searching for the mystery-person or people they were confused with. Some people they could be mistaken for:

Mis-Deliveries and Switched Documents

This could be a variation on the "mistaken identity" theme, in which someone sends something meant for someone else to a member of the party. Or documents or items get accidentally switched when sent, or in transit, and the party ends up with a message, file or other item meant for someone else. (It's easy enough for the wrong label to end up on a package or letter.) Some things they might be sent:

Mugging, Theft and Random Combat

Someone tries to mug or attack a party member, the party, or someone a member of the party cares about. They have to get through the combat, and figure out why they were attacked and what their attacker cared about. If the subject of the attack was a friend or relative, they need to find the attacker, figure out why she attacked their friend, and take back anything she stole. Several possible scenarios:

A Prophecy or Vision

The party encounters a prophecy. Perhaps the prophecy is clear, and they run off to figure out whether it's true or false, how it applies to them, whether it applies to them, who it applies to if not them, and how to accomplish or avoid it. Perhaps it's cryptic, and they have to figure out how to interpret it. Several possible prophecy-plots:

Disasters and Catastrophes, Natural or Otherwise

Disasters and catastrophes can take up a remaining hour nicely. The party might need to avert the catastrophe, save someone from the disaster, or prevent the disaster from becoming worse. Several possible catastrophes and disasters:

Job Offer

The party, or a member of the party, gets a job offer. Maybe someone passed the party-member's name on, and exaggerated how good they were at what they do. Perhaps someone who didn't want to be forced into a dangerous assignment pointed the employer at the party. If someone in the party has been looking for a job, maybe a head-hunter doctored his resume to make it look good to a potential employer. Several possible job offers:

The Mysterious Nonexistent Relative or Friend

Someone shows up claiming to be a relative or friend of a party-member. The party member is 100% certain he's never met and has not heard of this person, but the person also seems certain. Some possible scenarios:

A Sudden Trip

The party gets whisked off in a sudden over-the-rainbow style trip. You can haul them off to another universe, another dimension, a fictional world, and so on. Just look at your shelf of movies or books to give you ideas for where to send them. They can start looking around, and then you'll have a full week to figure out where you're going to go with the plot. This isn't something you want to pull out too often, but every now and then it can be interesting. Some possible places to take them: