Superfreak wrote:Your guideline page appears to be down; can you copy and paste the info here?
There was an extra character on the link - I've editted it (above) now, it should work.
but here are the basic guidelines:
Check the page for other Writer Tips and Two examples!
Rules of the HOOK Game
Writing Guidelines & Helpful Suggestions.
All HERO HOOKS follow these five Golden Rules.
• Length: HOOKS are short. Complicated plots of world domination are not the realm of HERO HOOKS - concise ideas and flashes of inspiration. Most HOOKS are 3-4 paragraphs with three one paragraph possibilities for the cause, usually fitting on a single page.
• Statistics: HOOKS do not have time or space for statistics. Any mention of exact numbers, power levels and ranks will be mercilessly purged. Game Masters are usually pretty crafty - they can invent statistics and details as they need them. Suggestions of super powers or types of villains are the most detail needed.
• Possibilities: HOOKS have three endings or possibilities. Not two, not four. Three. The possibilities themselves don't usually describe different variations. Possibilities that just say "As option 2, but this time . . ." are not regarded favourably. Think. Be original!
• Pretty Layout: Fancy layouts specific to your HERO HOOKS are not needed, all HOOKS’s will be laid out in HERO HOOKS fashion. So whatever you send, send it in good old vanilla ascii text. (Everything has to be in ascii for the html documents anyway.)
• Coherent: This one should be obvious. If I can't understand what's going on or if there are vast yawning chasms in your logic, then it won't get much further than my e-mail in-box.
So What Makes A Good HERO HOOKS -
"Good" is a relative term - you may have other preferences, but these are my suggestions.
• Obscure Settings: If you are going to write a HOOK, why limit its usefulness by setting it somewhere obscure? A HERO HOOK that can be applied anywhere, to anyone, (with alternative ideas) is much more interesting than one set specifically in 1838 London or 2056 Mars. HOOKS can (and should) have interesting ideas and settings but try to remain less specific. Atlantis might be destroyed in my comic universe, but alternatives (Atlantis, Mu, Lemuria, Hawaii) can fit in nicely.
• Newspaper Articles: Newspaper articles tend not to make good HOOKS.
• Game Master Advice: Not only can GMs invent statistics, they know how to best use HOOKS. So if your HOOKS features a strange Egyptian relic, you don't need to explain that the investigators stumble across the relic through a friend, in a will, at an auction, in the news, or whatever. Just describe your HOOKS and let the GM decide how best to fit it into his or her game. You need not waste space saying "The heroes read about this in the paper/are told about it by a friend." Concentrate on the HOOKS instead.
• Grammar: Coherency is one thing, grammar is another. I don't have time to correct grammar and punctuation. I may correct obvious flaws, but you aren't doing yourself any favours if you don't check your grammar.
• Adventures: Converting adventures into a HOOK doesn't really work - there isn't enough room for heavy plotting. However if you read nearly any comic on the stand you can probably slice off the basic idea to form your own HERO HOOK just fine.
• In Your Face: Things that happen directly to the investigators are good. They're live, active and power packed. HERO HOOKS are well suited to this sort of slam-bang instant action and personal misdoings.
• Things: I find that limiting yourself to a thing (place, person, event, object and so on) produces an interesting HOOKS. These also fit into an existing game easier than situations or adventures.
• Can I use it anywhere? Here's an acid test that help a HERO HOOK to pass the test - can I use it straight away, in the game I'm currently running? (I might not want to, but can I?) If it will fit into multiple tones of Super Heroes and it still passes the test, that's even better!
• Possibilities: Don't think of the multiple possibilities as a burden, consider them an opportunity. Good HOOKS have diverse possibilities, unrelated to each other.