Sometimes players of adventure games stop and ask, "Wait, why am I risking my life in this dangerous adventure?" They balk at entering the dungeon, braving the Weird Woods, or seeking the dragon's hoard. "Why would I ever do that?" somebody asks. Referees, you should beat them to the punch. You ask them this question. I have been known to go around the table and ask each player at the beginning of a session, "Why are you on this adventure?" And they understand that they need to motivate their PCs. I get answers like, "I'm searching for a magic object--let me come up with the details later." "Okay," I say. Another: "I want to prove to my village that I'm better than all of them after they picked on me! I'm going to get rich and powerful. Eventually, I'll return home and I'll be the boss." "Okay," I say. "My father was a treasure-hunter and I want to make him proud." "Okay,"
I picked up on a conversation about whether you (the GM) should tell your players the title of the adventure they are entering. Some adventure titles include spoilers. The Sinister Secret of Saltmarsh is an adventure title you can tell your players. It's even enticing. They will want to discover what the secret is. Shadows over Bögenhafen is another that does no harm if they players hear it beforehand. Both of these titles just give some setting information and then tell you there's something spooky happening. Night's Dark Terror is one of the great modules, but the name is among the most boring. Still, it's safe to share. (If I was a player and I heard that was the name of my current adventure, I would assume that it was about vampires.) A title like Shrine of the Kuo-Toa tells them too much. They know there's a shrine and they know the creatures that inhabit it. Dwellers of the Forbidden City tells you exactly what's coming. If you run Mi-Go A-Go-Go for