About preparing situations, not plots.
Hey, chooms. Today I ran a The Witcher game, and I find myself with two problems:
I was able to let them create their own hook, which is something I liked, but it took me the whole session (at first, I considered this game to be nothing more than a one-shot).
The reason I publish this on this subreddit: I’m creating a campaign for next week and I feel like I’m making a mistake (and honestly, one I’ve been making for a while now). Whenever it comes to explaining “what the enemy is doing,” I always end up glossing over it unless I want to push the game forward and feel like the plot is stalling because my players want to stop and talk to a chatty vendit.
For the people who use this method, what can you tell me about the way you create hooks? And what can you tell me about the timeline you give your villains/NPCs?