Malrex
So ... slow work day? Every day?
Bolded...I think hooks can act like that (especially if used to hook the player and not a tool for a DM), but they don't necessarily need too.I had a bit of an epiphany this morning about hooks - their use is for when the party is skirting the fringes of a dungeon/adventure, and you need to finally "yoink" them into the place (like hooking a fish that's just taste-tasting your bait).
I think it's less about DM summary and giving options for the party, and more about booting the players in the butt when they are right at the front door. Rumors can lead them water, but a hook makes them drink, so to speak.
Example: The party has heard of a neat site (rumors) and they go there, but they are just milling around the area, taking their time, inspecting, debating, etc. Suddenly a flaming ogre (hook) runs out of a nearby cave screaming something about a dragon in his kitchen.
Again, highly use-specific, definitely not required for all adventures... but I do see their purpose now (or at least, I see the way they can be most useful to me).
2nd bold--I think I've come to the conclusion that because there are so many different ways to play D&D and editions, the importance of hooks is just going to vary from person to person. We got challenged-base dungeon crawl type groups vs. roleplaying type groups, vs. a mix of both and then some....some ways of playing just won't utilize certain components/tools as much as another.
I just personally like hooks because I think it's an opportunity for the designer to show several different ways to the DM on how the adventure could be played out. Unfortunately, some designers write their adventure with it planned out in their mind and thus don't offer very good hooks (or they are lazy). A lost opportunity to think outside the box and kill your darlings. And I will say, some listed hooks may need to be obvious to quickly get a DM in a direction (or new DMs), which we probably all consider bad or boring hooks. I'm not a master hook guy, Ive got dinged plenty for some of my hooks...I usually state an obvious one, have one that can lead to situations where they may get the adventurers into the thick of things and 'on track' in a roundabout way, and I also like to try and add ones that are outside of the box. If its helpful to someone, then great. If others don't like hooks, then don't read them.