@Beoric I likewise endorse a patronage system, provided they aren't mandatory to an adventure.
At the twilight of my 3e days, I ran a group of 5 players (+/-1 at any given time) through the Age of Worms adventure path (Dungeon Mag campaign by Piazo). About midway through the campaign, the party is basically railroaded into taking freaking Mordenkainen (renamed as "Manzorian") as their patron, who then became the main questgiver for the latter half of the thing. I wasn't a fan.
Ugh. I'm all about player agency, and AoW is not that. None of the Dungeon magazine adventure paths were.
That's a good example of lousy hooks, BTW. I was trying to adapt Life's Bazaar, where the hook is an attack by several people on the person who was supposed to be the questgiver. My players were like, "Yeah, I don't know what's going on here, I'm just going to watch and see." (In fairness, there is a certain about of PTSD from our old DM from decades ago, who generally punished any acts of kindness.) They did help the dude limp home after he was thoroughly trounced, and he give them the rumor of the missing kids from this orphanage. But because they didn't trust the questgiver, instead of going to the orphanage and looking for clues, they staked out the place for several days. This is a once and a while campaign with a friend who is out of town, but I'm pretty sure the next time I run it I'm going to have to decide that, while our fearless heroes have been dithering, the kids have been sold into slavery and are irrevocably lost in the underdark, and the slavery ring is going to just keep on kidnapping people.
I was a player in a 4e adventure where the questgivers are these dudes who randomly show up on a flying barge, insult the party, and demand that the party accompany them. I'm thinking, first of all, fuck you, and secondly, I'm not getting into a flying vehicle with a bunch of randos who are clearly tougher than me without knowing a lot more about what is going on.
Yes, I know, these are examples of what I was suggesting above, with playing out the getting of hooks. But what I was suggesting was not a railroad. If you
must railroad your players into going on an adventure in a particular way, best that happens off-screen.