How do I create and manage plot hooks?
How do I create and manage plot hooks?
Plot hooks are story starters including quests, mysteries, rumors, and events that give players something to pursue. SwiftPrep helps you track hooks from inception to resolution, see which threads are active, and avoid dropping important story elements.
Creating a Plot Hook
- Click Plot Hooks in the sidebar
- Click Create Plot Hook
- Enter a name (required)
- Select type and urgency
- Fill in additional fields as needed
- Click Save
Plot Hook Fields
Core Information
| Field | What It Is For |
|---|---|
| Name | Short, memorable identifier: "The Missing Merchant" or "Strange Lights in the Marsh" |
| Description | What the hook is about, the situation, the mystery, the opportunity |
| Hook type | Category: mystery, quest, conflict, discovery, rumor, or event |
Stakes and Urgency
| Field | What It Is For |
|---|---|
| Stakes | What happens if players ignore this, consequences of inaction |
| Urgency | How time-sensitive: none, low, medium, high, critical |
| Deadline | Optional date when something happens regardless of player action |
Stakes and urgency help players prioritize. A hook with high urgency and deadly stakes demands attention. A hook with no urgency and minor stakes is something they can pursue when ready.
Tracking
| Field | What It Is For |
|---|---|
| Status | Where the hook is in its lifecycle (see below) |
| Is active | Whether players have engaged with this hook |
| Is resolved | Whether the hook has concluded |
| Resolution notes | How it ended, useful for campaign records |
Connections
| Field | What It Is For |
|---|---|
| Parent hook | For quest chains, link sub-quests to their main quest |
| Related NPCs | Characters involved in this hook |
| Related locations | Places relevant to this hook |
| Related factions | Organizations connected to this hook |
Organization
| Field | What It Is For |
|---|---|
| Tags | Categories: "main-quest", "side-quest", "arc-2", "mystery" |
| Visibility | DM Only or Player Visible |
Hook Types
| Type | What It Represents |
|---|---|
| Mystery | Something to investigate, who did it, what happened, why |
| Quest | A task with clear objectives, retrieve the artifact, escort the merchant |
| Conflict | An ongoing struggle the party can engage with, faction war, territory dispute |
| Discovery | Information or places to find, ancient secrets, hidden locations |
| Rumor | Something the party might hear, true, false, or partly true |
| Event | Something happening in the world, the king's death, the festival, the eclipse |
The Status Workflow
Plot hooks follow a kanban-style workflow. Move hooks through these stages as your campaign progresses:
Dormant
You have created the hook, but it is not available to players yet. Maybe it depends on other events, or you are saving it for later.
Example: "The Cult's Ritual" - you know about it, but the party has not encountered the cult yet.
Available
The hook can now be discovered by players. It exists in the world, waiting to be found.
Example: "The Missing Merchant" - the merchant's wife is looking for help, and the party could hear about it.
Active
Players have engaged with this hook. They are pursuing it, investigating it, or working on it.
Example: "The Missing Merchant" - the party accepted the job and is following the trail.
Resolved
The hook has concluded. The mystery was solved, the quest completed, the conflict ended.
Example: "The Missing Merchant" - they found him (or his body), and the situation is settled.
Abandoned
The hook is no longer relevant. The world moved on, the opportunity passed, or it simply does not matter anymore.
Example: "The Missing Merchant" - the party ignored it, and the merchant's family gave up and moved away.
[!TIP] SwiftPrep offers a kanban view where you can drag hooks between status columns. This gives you a visual overview of your campaign's story threads.
Creating Quest Chains
Link related plot hooks together to create quest chains:
Example: The Dragon Conspiracy
Main Quest: "The Dragon Conspiracy" (the overarching goal)
Sub-quests (parent = main quest):
- "Find the Dragon's Agent" (discovery)
- "Infiltrate the Cult" (quest)
- "Obtain the Ritual Components" (quest)
- "Confront the Dragon" (conflict)
How to Link
- Create the main quest first
- Create each sub-quest
- Set each sub-quest's Parent hook to the main quest
Now you can see the full quest structure and track progress through the chain.
Using Stakes and Urgency
Stakes and urgency make hooks feel meaningful:
Stakes Examples
| Hook | Stakes |
|---|---|
| The Missing Merchant | His family loses everything; the smuggling ring grows bolder |
| The Cult's Ritual | The demon is summoned; the city falls |
| The Border Dispute | War breaks out; innocents die |
| The Lost Artifact | The villain claims it first |
Urgency Guidelines
| Level | Meaning |
|---|---|
| None | No time pressure, pursue whenever |
| Low | Eventually relevant, weeks or months of in-game time |
| Medium | Soon relevant, days to a week |
| High | Immediate, needs attention this session or next |
| Critical | Right now, consequences if ignored |
Escalation
Hooks can gain urgency over time:
- "The Missing Merchant" starts as Low urgency - he has been missing a week, what is another few days?
- After the party delays, increase to Medium - now there are reports of strange lights where he was last seen
- If they keep delaying, High - the merchant's family received a ransom note with a deadline
Escalation creates organic tension.
Using AI to Create Plot Hooks
Field-by-Field Generation
- Click the AI Generate button next to any text field
- Provide guidance: "involving the Thieves Guild" or "a ticking clock situation"
- Select tone preset
- Generate
Quick Generation with Super Swift
- Open Super Swift from the sidebar
- Click Plot Hook
- Select type and urgency
- Add guidance if desired
- Generate
This creates a complete hook with name, description, stakes, and complications. Promote it if you want to keep it.
Tips for Managing Plot Hooks
Create More Than You Need
Players should have choices. Create multiple available hooks so they can decide what to pursue. If they only have one option, it does not feel like a choice, it feels like a railroad.
Track What Players Care About
Players vote with their attention. If they keep asking about a minor hook, promote it. If they ignore a "main" hook, consider why. Maybe the stakes are not clear, or they do not feel connected to it.
Let Some Hooks Fail
Not every hook needs resolution. Some should have consequences if ignored:
- The merchant dies
- The artifact is claimed by the villain
- The war starts without the party's intervention
This makes the world feel real and choices feel meaningful.
Record Resolutions
When a hook resolves, note how in Resolution notes. This becomes your campaign history. Months later, you will appreciate knowing exactly how "The Missing Merchant" ended.
Connect Hooks to Entities
Link hooks to relevant NPCs, locations, and factions:
- Who can tell the party about this hook?
- Where does the hook lead?
- What organizations are involved?
Connected hooks feel like part of your world, not isolated quest-dispensers.
Example: Creating a Plot Hook
Name: The Sunken Cargo
Type: Quest
Description: A merchant ship went down off the coast three weeks ago, carrying a valuable cargo. The merchant who commissioned the shipment is offering a substantial reward for recovery, but he is being vague about what exactly was aboard.
Stakes: If the party does not act, a rival salvage crew will claim the cargo. If the cargo is what we think it is, that is very bad news.
Urgency: Medium (the rival crew sets out in two days)
Related NPCs:
- Marcus Varne (the merchant, hiding something)
- Captain Reeve (knows where the ship went down)
- One-Eye Peg (heard rumors about what was really aboard)
Related locations:
- The Rusty Anchor (where rumors circulate)
- The wreck site (two hours by boat)
Related factions:
- The Merchant's Guild (Marcus is a member)
- The Thieves Guild (interested in that cargo)
Tags: side-quest, docks, arc-1
Status: Available
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