Splatbook*

Reactions

After you've dropped your hook, it's time to explore everyone's reactions. If your hook is compelling, the PCs will likely head out to deal with things. But before (or maybe as) they make preparations, show how others respond to the hook and the PCs' intended course of action.

This is a great time to think about NPCs with relationships to the PCs. How does the Heavy's spouse respond to him going out into the field again? What does the Would-be Hero's father say? Who thinks the expedition is folly? Who wants to come with? Lean heavily on the homefront moves during this segment.

You're not just doing this to show off the NPCs; you want to see how the PCs respond to both the hook and the NPCs. Keep an eye out for PCs triggering moves, especially Persuade, Seek Insight, Know Things, and Defy Danger (the danger being that someone takes offense, or doesn't believe their lies, or so on). Take notes on whose feathers the PCs ruffle, who gets in their way, and who reveals themselves to be on their side. Some of these people will likely become threats after the first adventure.

When prepping the adventure, jot down some notes including:

  • The NPCs who you think will be present.
  • The moves that you think you'll make and the NPCs you think you'll use to make them.
  • Any questions you plan on asking.

Again, none of this is set in stone! Adapt as needed to reflect the events in play.

I start thinking about how I'll drop the hook, and I realize that I haven't named the trapper or his son. I'll do that now. I grab the steading playbook and skim the Residents section. I could create a new, random NPC, but I see Pryder, the youth who Blodwen said is beloved of the Goddess and her duty to protect. That's perfect, so he's the son. I pick a name for his father, Rheinal, and add him to the residents list.

Now, I start planning out the moves for my hook and filling in specific details. I also start thinking about questions I might ask for each move, to make the hook more personal and motivating to the PCs. My notes end up like this:

Announce trouble: Someone's yelling from down in the Wood. They're getting closer to town.

Introduce someone interesting: It's Rheinal. Someone, let's say Morwenna (Caradoc's crush) is helping him up the cliffside trail from the Wood. He's barely standing, panicked, covered in blood.

"Blodwen, Rheinal is Pryder's father, one of the trappers. Aside from his devotion to his family, what's his most notable trait?"

Reveal an unwelcome truth: Pryder was dragged off by crinwin. They were out checking snares early this morning and got separated in a clearing. Rheinal heard Pryder cry out. He found Pryder struggling with crinwin, then he got jumped. Rheinal stabbed one crinwin, got clocked on the head, and passed out. When he came to, Pryder and the crinwin were gone. If anyone asks: yes, Pryder shares the same trait that the other missing kids had in common.

Ask a loaded question: "Vahid, you notice that Rheinal still wears his anti-crinwin charm, for all the good it did him; do you say anything?"

Offer an opportunity: The attack happened an hour or two ago, and Pryder is considerably bigger than the other kids who were abducted. They would have had to drag him, leaving a pretty obvious trail. Plus, Rheinal wounded one of them—it'd be dripping blood.

  • "Rhianna, which member of your crew is the best tracker?"
  • "Blodwen, whose hound has the best nose? Think you could get them to loan you its sense of smell?"

The hook will take place on the outskirts of town, at the top of the trail leading down into the Wood. These NPCs are likely to be there:

  • Rheinal, obviously
  • Morwenna (Caradoc's crush), helping Rheinal up the cliffside path
  • Gwendl the Matron (one of Blod wen's mentors, village healer) will arrive soon
  • Sawyl the tanner (Caradoc's boss); the tannery is right there
  • Eira (Rhianna's lieutenant, who Vahid secretly watches) will probably be talking to Rhianna, and will probably come along

That's plenty of NPCs for the initial scene, but I also expect there to be some interaction with:

  • Glenys (Caradoc's aunt, Wynfor's mom) and the other missing child's parents.
  • Tegwen, Blodwen's somewhat overbearing mother.

I start thinking about some of the moves that these people might make:

Present a want or need: Rheinal insists on gathering a search party right away, and going with them to rescue his son, despite barely being able to stand.

Point out a flaw in a person or plan (one of Gwendl's moves): Gwendl insists that Rheinal isn't going anywhere, injured as he is. Surely he can give Rhianna and company directions to where the attack happened.

Show how others really feel: Morwenna gives Caradoc an admiring glance if he says he plans to join the expedition.

Reveal simmering tensions: Glenys throws shade at Caradoc, blaming him for Wynfor's abduction ("You've done enough, haven't you?"). The missing girl's parents are bitter and say something to Rhianna like "Maybe don't give up this time."

Oppose their wishes: Tegwen forbids Blodwen from going, but has no authority to do so.

Play them against each other: "Rhianna, are you really going to let Blodwen and Caradoc come along?"