Juicy Worms, Local Knowledge and Player Engagement

I think Gearing is wrong about hooks, and I think he’s wrong to say rumours are any different or better. I’m not going to go into detail here, but basically: It’s my job as a writer to make everyone’s life easier when it comes to playing in my module, my job as a referee to make it easier for my table to engage with the module, and players who are great at taking the lead can ignore any hooks or rumours.

But most hooks and most rumours aren’t very good. Hooks are just, to set up my analogy, bare hooks with no worm on them. Why would the players bite? What makes a juicy worm, then? And rumours, they’re siri telling you to turn left in 300 meters, where they should be directions provided by locals, informed by local knowledge, that speak about how the locals perceive their locale. And, they should get to the point: People don’t speak in generalities, they’re specific, more often than they’re right.

Let’s get to some rules of thumb, huh? show do we make our hooks catchier and our rumours more local?

Juicy worms for catchy hooks

A link to the outside world: Give them a character, a guild, a letter, a friend who tells them the hook. Someone in their world they know and they care about or hate or love, and connect them to the module and the risks and benefits of exploring it. Make it personal to the characters. Give them a reason to engage more than “cool rewards” and “there’s a social contract”. Not because they need it, because it makes it more fun. “My sister needs a potion that only Druid Beckett can provide or she’ll die”, where Druid Beckett is missing.

A solid basis for interaction: This is a link to the module itself. Make sure that it gives the players a specific goal within the module, so they have a direction to take if they don’t find one themselves. That doesn’t have to be the main thing in the module, but if it’s not, make sure they get a thread to pull on where you send them that will lead them there. “You need to kill the rats in the cellar of the local inn” and in that cellar is a clue to the location of the Blue Jewel.

A prejudice: At least some of the hooks should give the players the wrong impression of the situation. It should subvert what’s going on. It should be a different lens. There’s a beast on the loose? A menagerie wants it captured, not killed. It’s the rangers’ best friend, possessed by a magic broach, remove the broach! Good hooks often change the whole goal of the module, or reveal secrets that change the player’s approaches, that wouldn’t otherwise be obvious.

Local knowledge for razor-sharp rumours

A direction, not a hint: Rumours aren’t the button that says “I can’t solve the puzzle, give me the hint”, they’re the puzzle itself. They direct to specific clues that add up to solutions. You’ll probably only provide a few rumours to your players, so make them count: If you’re telling someone how to get to the local pizzeria, you aren’t going to give them vague directions. “The priest has gone mad, cursed because he slept with the mayor’s wife, and he’s locked himself in the clock tower”.

A reflection of what the speaker cares about: Rumours always reflect the beliefs of the person who provides them. This means you should tailor them to different groups, where you can. If you want to tell a truth, think of how the goblins would interpret that truth. Make the people of the world real through the rumours you give, they’ll often be one of only a few vectors through which anything about them is communicated. In the above rumour, that is not the reason the vicar is cursed, but rather an example of the conservative beliefs of the speaker.

An interesting direction, even if they’re false: They always lead somewhere useful. There are no red herrings or tricks. Where they send you, there should always be a useful thing, even if it’s not the one or thing you expected. False rumours can feel really nasty as players, so here the more obvious the subversion the better: They should feel excited they followed the lead, even if they didn’t get what they expected. “Saint Jahn was buried with a magical sword that was made to slay dragons on a single strike.” Doesn’t lead to that sword, but does lead to a secret passage that bypasses the dragon’s first defences.

Anyway, that’s what I reckon. Did I miss anything?

Idle Cartulary


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20 responses to “Juicy Worms, Local Knowledge and Player Engagement”

  1. These are good things to keep in mind with Rumors. I do try to avoid outright false rumors…there’s usually at least a grain of truth to them, even if they may be a bit distorted by time, the gossipmonger’s embellishments, or numerous re-tellings. I use my prior prep to generate them quite often (got an Encounter Table? Add some of those Monsters to the Rumor Table…generate a fabulous Treasure or interesting Location, make a Rumor about it! etc.)

    Some of the really compelling ones for my tables tend to be one’s that contradict established facts/information and perform double duty. If we’re playing in a typical D&D game, and I provide the Rumor “There is a Wizard in the Forgotten Fens that can Cure any Disease” Player’s curiosity tends to perk up: “Wait? Wizards can’t Cure Diseases? What’s up with that?!” It remains memorable. So later on, if they get infected with something rather horrid…they might consider following up on that mystery.

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  2. Hey there!

    While I agree that rumors are necessary, I think a big problem with the task of “fixing” the classic rumor is that the standard way of running rumors fundamentally flawed.

    The way I view it, the classic rumor (ie. a one-sided interaction between an NPC and the players, where the NPC gives the players a piece of information that leads them to the adventure) is that it’s… uncalled for. To better explain what I mean:
    1) The players are given information about something that didn’t directly concern them;
    2) by someone who they didn’t know;
    3) about something they didn’t know was happening.

    You touch on most of these in the post, although I think there’s more to be done. The way I see it, the problem I see stems from lack of player involvement with the rumor; the solution would be to make the process of rumor-collection more hands-on.

    I wrote a blog post about this a while ago (https://behindthehelm.bearblog.dev/location-events/). The way I fixed this is by breaking the status quo of the hypothetical (or actual, more often than not) town the PCs are staying in, in a way that makes the PCs question what happened, and that gives them many ways to answer their questions by themselves.

    For example: “You wake up to see 100-150 villagers standing on the old palisade, looking out at a cloud of smoke on the field, presumably kicked up by an army on the move”. The PCs now have a question (“what is this army, and why are the villagers worried about it?”) and multiple ways to answer it (ask the villagers, ask the mayor or adventurer’s guild who maybe know a bit more, get close to the army to see if they can spot a flag, etc). It’s essentially running a micro-mystery at the start of every adventure, where the solution is the rumor. And the PC’s attention will be “baited” by the abnormality of the situation, making an effective worm.

    So, what do you think?

    Cheers, Fedmar (Behind the Helm)

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  3. […] Void has a nice blog about how to do rumours effectively: “People don’t speak in generalities, they’re specific, more often than they’re […]

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  4. […] to go. These hooks feature a bunch of dialogue (an approach I love), which means I think space for hooks with juicier worms were […]

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  5. […] It’s an excuse for a rumours table, with no characters attached to it, and the rumours aren’t juicy or sharp, and neither provide reasons to explore the stable, reflect the locals in interesting ways, or […]

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  6. […] the players, and nothing that links these hooks or rumours into the world at large. In my opinion, there’s a place for hooks and rumours, but they need to change play for them to have value, whether it be by colouring the players […]

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  7. […] I’m not particularly satisfied with the rumours and hooks. The hooks in particular hold no juicy worms. Basically all of these hooks need a second part — not just a clue, but also why the hook draws […]

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  8. […] Juicy Hooks and add either hooks or rumours. Like, 1-2 per 6 rooms, probably just 1 will be enough. Again, […]

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  9. […] of random tables. The rumours sadly don’t really contribute much to play. We need them to have juicier worms, else they’re set dressing. I would rewrite all of these so they change how you interact with the […]

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  10. […] classless system like Knave) — but I don’t think these hooks work at all. They don’t provide juicy worms at all, and the ones that almost do ask the referee to supplement the module with their own […]

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  11. […] classless system like Knave) — but I don’t think these hooks work at all. They don’t provide juicy worms at all, and the ones that almost do ask the referee to supplement the module with their own […]

    Like

  12. […] I think in a project of this size, fewer and punchier rumours are better, following the principles laid out here. Most of the content here is good — it just belongs in the dungeon, where the lore is an […]

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  13. […] I think in a project of this size, fewer and punchier rumours are better, following the principles laid out here. Most of the content here is good — it just belongs in the dungeon, where the lore is an […]

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  14. […] than just facts about your location to be worth wasting your time with, as I’ve discussed in Juicy Worms previously. The encounters on the way, given the otherwise lack of information on the world around […]

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  15. […] is false, it needs to have a meaningful impact on an event or location later, in my opinion (see Juicy Worms). Undermining these rumours and the Inn as a location is the character of Duncan, who will give the […]

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  16. […] 6 people frequenting it. I don’t love these hooks and rumours — I constantly harp on about my post on the matter and feel like a broken record — but 1 of them at least gives you an alternate reason to delve into […]

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  17. […] is a page of jobs you can gain by asking around. These are effectively hooks, and they’re all juicy. The most important thing about hooks is that they offer a way into the story that offers an […]

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  18. […] us to interesting places. I want this stuff to be meaningful, and it doesn’t quite do it. We need juicier worms to lure us in, […]

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  19. […] I’m choosing these specifically to give the players different reasons to be interacting with the tower – maybe they want X, Y, or Z. All of these goals are deep in the tower, but you’ll be bargaining for different things depending on the hook. I wrote about this in Juicy Worms, Local Knowledge and Player Engagement. […]

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  20. […] ship suffers a mechanical failure so you need to go to the mechanic. I’d love for these to be juicy hooks, instead. From here we spend a page covering the Icarian League (the faction that runs the Rimspace […]

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