In any sort of storytelling, the term hook describes a plot device that is designed to capture the interest of the audience and draw them into the story. The term derives, obviously, from fishing.
- In NWN module design, the hooks are those elements of the module that draw the character into the plot. The elements are the quests, conversations, tasks, etc. that lead the PC towards the ultimate destination of the story.
- In Persistent Worlds, hooks are opportunities built into the gameworld by DMs for players to embark on quests and adventures.