Every adventure (whether it be a scripted, pre-written, rail-roading, shop-bought adventure or a heavily improvised, random-table-filled, homebrewed, non-linear game) requires a certain amount of player character buy-in. There is no adventure if the PCs decide to rather not go out and, well, adventure. Therefore, at least some effort needs to go into creating adventure hooks – those little things that motivate the PCs to get out there and adventure.
Today, I’m going to propose that adventure hooks that directly address a player character’s needs (as defined within the context of Maslow’s Hierarchy of Needs) are some of the most effective hooks. For the purpose of this post, I’m going to assume that you are familiar with Maslow’s work. If not, the link provided to the wikipedia article (above) should provide sufficient background information.

Gleefully jacked from Wikipedia
So, how exactly does this all work? Well, to better illustrate things, I’m going to refer to one of the greatest pop culture symbols of sandbox play: the video game. Specifically, games like Grand Theft Auto, Saints Row, Oblivion and Fallout. All of the listed games have massive, fully explorable worlds that are all filled with all manner of side-quests, diversions, mini-games, hidden treasures and so forth. However, all of these games also have a primary story-line or main quest. Yet, in a world with so many options available, how does the game get the player on to these main quests?
Well, not surprisingly, each game begins with the player unable to fulfill her basic needs and, surprise, the main quests (at least the start of it) often provides the easiest way for the player to build up a solid base around which she can satisfy her basic needs. Once these needs are addressed, the player is better able to tackle those quests which address higher needs and so on. For example, in Saints Row, the player starts by securing weapons and cash, looking for a way to just survive. Later in the game, more focus is placed on grabbing territory, protecting your homies and earning respect. In fact, the only way to completely secure your empire in Saints Row is through the complete destruction of your enemies, which can only be achieved through following the primary quest lines. The Grand Theft Auto series goes further by bringing in close friends and family and, even, love interests of the main character. In fact, many of these games focus quite heavily on ascending further up the pyramid, aiming on escaping a life of crime or debt (survival/safety).
OK, so that’s all good and well, but how do we use this to inspire our PCs to action? Well, short of giving a list of examples, I think through understanding what drives our players and their characters forward would help us craft hooks that work more often than not. Maslow’s theory is just one possible way of looking at things and hopefully provides you with a new and fresh starting point when preparing for your next game.
This post was inspired by the comments following a previous post, entitled: Complexity and why every game is a sandbox game.
- jatori