How much detail should be in a campaign idea hook?
I’m working on a genre-agnostic system, but I’ve also got worlds in progress for high fantasy, modern fantasy, and near-future sci-fi campaigns. I’m writing a bare-bones chapter for each genre to introduce the world and intend to provide a few story ideas for groups who want to dive in without necessarily buying the expanded genre-focused books later.
When providing the story hook for a campaign idea…is it better to keep the concept entirely player facing, and let the GM create the full backend, or give just enough backstory to provide a framework for the GM at the risk of giving the players too much info?
Example using DnD’s Rise of Tiamat campaign:
The party enters a village to find it being raided by Cult of the Dragon soldiers. Can the heroes save the villagers? What were the Cultists after?
The Party enters a village to find it being raided by Cult of the Dragon soldiers. Can the heroes stop the cultists before they find what they need to resurrect Tiamat?