August 26th, 2009

  • vordark

Question For GMs: Short scenarios vs plot hooks/rumors

Many core books for RPGs contain anywhere from three to five short scenarios that serve as an introduction to the game for both GM and players alike.

Other RPGs present what I call plot hooks and rumors within the body of the setting, designed to give the GM some ideas and enough to work with in creating their own initial adventures.

I've found both approaches helpful, myself, but I'm curious to see which direction others prefer when sitting down with a new game.

Do you like having a few canned adventures to get things moving? Or do you prefer to pick curious bits and pieces from the setting, borrowing on those printed rumors about what might be growing at Old Man Cletus's farm to roll your own right from the get-go?