Showing posts with label motivation. Show all posts
Showing posts with label motivation. Show all posts

Saturday, May 23, 2026

Moving From Reactive Characters To Active Ones In Your Tabletop Games

There is a tendency among players to be reactive. There may still be roleplay going on, and the character may still be doing things, but those things are rarely important or goal-oriented. They'll be drinking at the tavern, cooking meals in a kitchen, splitting wood, wandering through a carnival, fighting in a local pit, or any of a thousand other things, but these tasks are rarely in service to actually accomplishing anything... instead, they're merely things that can be stopped as soon as the actual task is set before them by the Game Master.

Put another way, a lot of characters are swimming around like fish, waiting for something that looks vaguely like a hook to appear. And then when the hook is there, it's like they're waiting for it to grab them, and pull them to wherever it is they're supposed to be.

However, a game often goes far more smoothly (and can actually be a lot more fun) if the player characters are actively pursuing goals and plots, instead of passively waiting for something to happen to them in order to spark a reaction.

When was the last time the king cleared the board?

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Motivation Is Only Part Of The Formula


When it comes to character actions, the discussion often turns to motivations and goals. After all, if a character isn't pursuing what they want, then it must be because they don't have a clearly defined brass ring they're reaching for, right? The difficulty is that motivation is just the gas in the tank; you need to have it, but the fuel isn't what drives you forward... it's pushing your foot down on the pedal that does it. It is applying action and ignition to the motivation that makes the wheels turn.
 
To continue this metaphor, you can have a character with deep, abiding motivations. They may have causes they care passionately about, or goals they must achieve if they're to move on with their life... but picking a direction doesn't mean you are moving in that direction.
 
Knowing the route isn't the same as walking the road.

For a less metaphorical example, do you play your character like Fred or Shaggy? Are you actively looking for answers, trying to find solutions, or even setting up traps, or is your character constantly making excuses, ducking plot hooks, or trying to run away unless the plot grabs them by the scruff of the neck, or they're dragged into things by the rest of the party?
 
Now, that is not to say you can't play a Shaggy. But if the entire party is reluctant to participate in what's happening, and is looking for reasons to get out of it to be somewhere else, and to do something else, then there's either not going to be a game to play, or the plot is going to have hem the party in to force them to solve a problem. However, if 3 of the 4 characters are being proactive and jumping in with both feet, this typically drags a reluctant (or a purely reactive) character along in their wake.
 
If you find yourself constantly twiddling your thumbs, looking around the table for someone to make the first move, or constantly waiting around for your character to be told what to do next, consider taking the initiative instead. Be the one who makes a plan, and gets the table talking. Call out to your companions, and tell them what you plan to do, and ask them to come with you on this endeavor. You don't necessarily need to be the party leader, but sometimes all it takes is being willing to dive in to really get the gears turning.
 
It also saves your Game Master from having to constantly prime the pump, and come up with some kind of event or NPC to give everyone a push in order to keep things moving.
 
Lastly if you are interested in a little extra motivation for your characters, then I'd recommend checking out my supplements 100 Character Goals and Motivations, which went Electrum a while back, and 100 Dark Secrets which is still Silver at time of writing, but could move up to the next metal level with your help!

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That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, July 5, 2025

Assigned Motivation in RPGs

Oceans of ink have been spilled by people writing about character motivation. From lists of potential motives, to questions to ask about your character, to story concerns, and the intricacies of the unfolding plot, few aspects of the game are as important as figuring out why your characters are doing the things they're doing.

Hell, it's why my supplement 100 Character Goals and Motivations is an Electrum seller, after all.

However, while characters should always have personal motivations that come into play throughout a campaign, a lot of Game Masters overlook the expediency of a game that comes with assigned motivation... often to the point that a lot of people are completely unfamiliar with the idea, or they consider it a form of unacceptable railroading.

So let's talk about that this week, shall we?

Forward! Go, go, go!

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

The Mission IS Your Motivation


The standard model of many RPGs is that player characters form some kind of party, and then go off on an adventure. Sometimes they're mercenaries, and sometimes they're brigands. They might be wandering around looking for a reward, or for good deeds they can do. In these kinds of games the characters' personal motivations are often what takes center stage for each of them. Maybe there's a holy warrior attempting to follow their god's will, they team up with a former soldier trying to find where their next meal is coming from, and they cross paths with a savage warrior seeking some trial grand enough to act as a rite of passage for their people. These motivations are all very personal to the characters in question, and wildly different from one another. Generally what a GM will do at this point is figure some way to weave together all the characters' independent goals and motivations into the unfolding plot, dangling hooks for each of them to get them to work together.

And that is a lot of work... both on the players' parts, but also on the GM's part.

Assigned motivation works differently. In this structure, every character is part of a unit, an organization, a group, a cause, and that cause has the ability to assign them to handle matters on its behalf. You and your fellow party members aren't necessarily going to handle the current issue du jour because it fits with your moral code, or because there's treasure to be gained, or a reputation to be won... you're doing it because your commanding officer assigned you to go and take care of it!


Now, this is the method I used for my own RPG Army Men: A Game of Tactical Plastic, precisely because it's a military-themed game. Because yes, your characters should be individuals with their own wants, their own goals, and so on, but you're in the squad to do a job. And sure, maybe your medic joined up because they couldn't afford to go to medical school, and a tour of service will help them do that. Maybe your grunt is fulfilling a family tradition, and he's a third-generation soldier. Maybe your ordnance specialist caught a charge for arson and weapons trafficking, and he'd rather join the army than do time. Whatever the reason, and whatever goals someone is shooting for, they're still going to go and deal with the missions that command sends them on. They don't have to like it, but that's the agreed-upon framework for the game and story.

And this isn't a new idea by any stretch of the imagination. You see this same setup in the Warhammer 40K RPG Dark Heresy, where the PCs are all part of an inquisitor's retinue, and expected to complete the tasts and assignments the inquisitor gives them. You'll also see something similar in Spycraft, which is a game that I personally took a lot of inspiration from when designing Army Men. However, this same setup can be used in any RPG if your GM sits everyone down and says, "Okay, I want you all to be part of a mercenary company, a squad of town guards, conscripts in a current war," or whatever other flavor they've come up with.

On the one hand, there are a lot of players out there who do really well with assigned motivation in a game. Being told by the GM that they need to make a member of a knightly order, or a soldier in an army, or someone who works for this fantasy world's secret service takes the pressure off of them when it comes to character motivation, and it allows them to color within the lines they've been given. However, there are also players (and even Game Masters) who really don't care for this approach to character building and game management. They often feel that it means they can't make their own, individual characters with their own, individual goals, and that they're expected to just fall in-line, and to go along with the motivation that's presented to them.

Now, just to reiterate, preferences in your game are perfectly fine. But if you've never tried using assigned motivation in your campaigns before, consider giving it a shot if it sounds interesting to you. Just remember that it's something you need to bring up with your players early on in discussing the game, and you need to make sure you have full buy-in from everyone.

Or, if you really want to, you could try any of the games I've mentioned here, and see if they agree with you!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, January 11, 2021

Want To Get Your Character Involved in Plot? Remember Rule 303

One of the biggest issues I've seen around a gaming table is actually getting characters involved in the unfolding plot. Typically once everyone finds a reason to get involved, or a plot hook they're comfortable biting on, the game will be off to the races... but sometimes getting over that early hurdle can be a frustration.

For GMs and players alike.

Ogre raids? Sounds like a whole lot of not my problem.

That's why this week I'd like to introduce a concept that can really help make a game go more smoothly. Some folks might be familiar with it, but for those who aren't the term is Rule 303.

For those looking for another useful term, check out "Force Multiplication" is a Useful Idea For RPGs. And to make sure you don't miss out on any of my releases, consider signing up for my weekly newsletter!

Means, Opportunity, and Responsibility


The short version, according to Beau of The Fifth Column, is that Rule 303 means that if you have the means to hand, and the ability to help, then that implies you have a duty to get yourself involved in a situation. The term sees a lot of use among military contractors, as well as active duty folks, but you can apply it much more broadly than just in the profession of arms. If you see someone choking in a restaurant, and you know the Heimlich maneuver, you go over and help them expel the blockage. If you're a tall person and you see someone shorter struggling to reach a top shelf, you offer to get the thing down for them.

If you're a musclebound barbarian with a greatsword, and you're on-hand when bugbears are raiding the countryside, you unsheathe that beast and go to work.


Something else to remember is that this trait can manifest itself in a variety of different ways. For example, a character might be genuinely altruistic, and their desire to help people means they can't just walk on by if there's a serious problem that they have the means to fix. A character might be getting involved because it's a good excuse to show off, or because they think there could be a reward in it for them. It might coincide with a vow they took, or a core tenet of their faith.

At the end of the day, though, the player should ask themselves the first two questions of the formula. Because if you have the means to help, and you have the ability to help, then that suggests you also have the responsibility to get yourself involved in whatever nonsense is going down. Justification beyond that can't hurt, but if you jump in with both feet it makes the game go a lot smoother for everyone concerned.

And for those who are looking for some inspiration for characters who may have sworn oaths, accepted contracts, or who are simply part of an organization that would make them getting involved in solving problems easier for you to spin as a player, you might find some inspiration in some of my following supplements:

- 100 Random Mercenary Companies: From disciplined ranks of sellswords, to free-wheeling soldiers of fortune, those who want to embody the origins of Rule 303 can find plenty of inspiration in these free companies.

- 100 Knightly Orders: Whether you're a protector of the realm, or you're a wandering knight errant seeking to help the needy and protect the weak, this collection is full of orders you can swear your service to.

- 100 Secret Societies: The world at large doesn't need to know why you're helping out in this matter. And if you want to have a little cloak-and-dagger fun, these secret societies are always a ball to add into your history, and your game.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, December 16, 2019

Players, Make Sure Your Characters Actually Want To Be Here

I've been talking to the DMs a lot in my Monday posts of late, so I figured it was time to take a moment to address the players out there. Because there's a big trap that almost all of us fall into in our gaming careers, and it can ruin the game for the rest of the folks at the table... especially if more than one of you fell into it without even knowing it.

In short, a lot of us make characters who practically have to be dragged kicking and screaming into the adventure... and we should all take a moment to stop that.

Bandits, huh? Doesn't sound like my problem.

Apathetic Characters Make For Frustrated Storytellers


I mentioned this back in 5 Tips To Get The Most Out of Your Next LARP, and it was the tip that got the most love. As such, I figured it was worth repeating, and elaborating on, for the folks in back.

Do not make a recalcitrant character. Do not make an apathetic character. Do not make a character who is looking for absolutely any reason to abandon the party and go do their own thing. This is a cooperative game, and it works best if everyone has a character they want to play, and that character wants to be part of this story.

Have sword, will travel.
It's true that part of this relies on the DM working with you to make sure your character fits into the game. However, you are responsible for the final form your character takes, the drives they possess, and the actions they end up taking. Which is why it's important to think about not just what would make them fun to play, and what their personal objectives and goals are, but about how they interact with the wider world.

Lastly, it's important for you to come up with reasons for them to get involved.

You Have To Want To Be Involved (Even If The PC Doesn't)


Despite the title of this post, and everything I just said, I will admit that sometimes you want to play the reluctant badass character. The old campaigner who laid their sword aside, the wizard who's just too busy to bother with all this adventuring nonsense, or the monk who's trying to learn deeper meanings of the world instead of brawling with bugbears.


I get it. This is literally one of my favorite archetypes as a player. However, what I will tell you from experience is that if you are going to bring this character to the game, then it is up to you as the player to come up with a reason they are getting involved in the plot rather than putting that burden on the DM.

A blind old woman rolled the bones? Good enough for me!
Take the example of the retired hardass. Sure, he's got the skills, but he hung up his sword when he came back from the war, and he wants to be just a simple farmer now. However, if you want to be involved in the game, you need to provide a reason that Aethor takes that wall hanger down from over the fireplace and hits the campaign trail again.

It could literally be anything you want it to be! For instance...

- He Cares About Another Party Member: Maybe the wizard is his nephew, or the bard is an old friend that he knows gets into trouble when he's not around. Whatever the reason, he's not letting them risk their lives without him to watch their back. He still doesn't care about the bandit lord, or the goblin horde, because those things aren't his prerogative, but he's fully invested.

- It's The Right Thing To Do: Paladins aren't the only ones with a strong code of ethics. If the town is looking for people to make a stand, whether it's against a necromancer defiling graves to build an undead army, or gnolls raiding a settlement and taking people as slaves, somebody has to put a stop to that. Rule 303; you've got the means and skills, so you've got the responsibility to do something about it.

- He Owes Someone a Favor: This is particularly true for scenarios that I mentioned in Did Your Character Have A Former Life? Maybe they don't want to leave the farm, the forge, or the tavern behind, but they've got a debt to pay. It might be an old friend they would have helped for the asking, or a grim, John Wick-style blood debt, but whatever it is should get them out the door and on the adventure path to clear their ledger.

- Someone Ordered Him To: This is, perhaps, the easiest form of motivation in the history of a storytelling; you go to do the thing because it's your job, and your problem. Whether you're the local priest, a militia sergeant, a town guard, a sheriff's deputy, or a hedge knight charged with patrolling the highways, whatever is going wrong is something you've been ordered to fix. And because you like your job, you go do the thing.

Those are just some of the most common instances I could suggest. However, the important thing to remember is that you need to be the one that provides this hook for your PC to get in on the action. This may require you to talk with the DM and hash out some quick ideas, but generally speaking anytime you're saving the person behind the screen the work of roping you in it's something they're going to appreciate.

You Are In Control of Your Character


One of the most frustrating things you can hear as a DM is the phrase, "My character wouldn't be interested in that." Any time you feel the urge to say this, stop, take a step back, and look at the situation from a different angle. Find a reason, even if it means you have to alter your character just a bit in order to smooth the way forward.


They took children, you said? I'm in.
Take Shadrick Vars, known to most as the Gray Man. He's a bad man to fool with, and it's said he won't so much as lift a finger unless there's a coin in it for him. Hardly the sort of character you'd expect to show up to help hunt down a set of kidnappers; especially if the bounty for them is hardly worth a day's work. But if you're the player at the controls, it's your job to ask why he's opted to take on this mostly altruistic task. Even (or especially) if it's out of character for him to do so.

Is it because Shadrick was taken from his parents at a young age, sold to a cartel boss and trained as an enforcer, and he wants to put that part of him to rest by helping this child? Does he know the family, perhaps suspecting they might actually be distant kin of his? Does he have a strict, "No spouses, no kids," rule, and he means to make an example of those who offend his sensibilities on his home turf? All of these are possible, and it wouldn't require changing the fundamental nature of the character. Each one of these reasons gets him out on the adventure, though, and give the character a compelling reason to see this arc through to the end.

The key thing is to take the initiative. Don't sit around waiting for the DM to give you personal attention to get you to come along, or for the rest of the table to ask pretty please; find a reason to set your character to the task, and get involved. Once you do that, the momentum builds, and everything gets a whole lot easier.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, October 20, 2019

Do Content, Happy People Hunt Dragons? (More on Character Backstories)

Take it in. Digest it. This is what we're talking about today.

If you're on gaming forums, chances are you've seen this particular image already. Honestly, for the first week it made the rounds I saw it ten or twenty times a day, typically with conversations attached to it going into hundreds of comments in length. While I avoided participating in those conversations, there was a regular theme running through them that I wanted to talk about. That theme essentially being that only the disturbed, the damaged, and the deranged would ever choose the life of a professional adventurer.

And sure, any dangerous profession is going to have its share of thrill-seekers, rage cases, adrenaline junkies, and people who simply can't function in "normal" society. However, by and large, I think that a lot of folks focused on the wrong part of the issue.

The issue isn't that people who are well-adjusted/happy feel no need to go on adventures... it's that people who are content don't.

Never Be Complete, Never Be Content


In the scenario above, Jerry clearly has his life together. He's got a new bride, and a winery he's running that's making him a good living. The impression we get is that this was his goal all along. He's achieved a thing he wanted, and that for him to then leave that all behind to go hunt vampires would be an act of existential madness. Especially if said vampires are not actively trying to attack his spouse, or ruin his business, as those are clearly the things he's put his time into building up.

No, Alexi, for the last time, I'm not taking over the hunter's trade. I don't care what my father wants!

The issue here is not that the character in question didn't have a traumatic childhood filled with darkness, horror, or tragedy... but that what they want to achieve is not in line with the goals of an adventure. And sure, as I said in Why So Many Sad Backstories?, the easy way to change that is to slap the character in the face with something that makes it personal. It is, however, far from the only way.

So what you need to ask is not, "Why would this character avoid the adventure?" Instead, try asking, "What ambitions or goals does this character have that are fulfilled by following this plot?"

Avoiding Doom and Gloom (But Not Magic and Mayhem)


Let's get back to Jerry. Jerry is enjoying his winery's success, and his wife is pregnant with their first child. He's relaxing by his own fireplace, his feet up, and a glass of the last winter grape that went into the barrel the first year he was in business. Life seems pretty good, all in all. There's nowhere he'd rather be, and he's worked hard for this.

I'm sorry, my friend... we need your help.

But when Alexi comes calling to his home in the dark of the night, Jerry can't just send him away with a clear conscience. Not when he knows he can help. Vampires stalk the countryside, and if Jerry turns a blind eye to this problem now, his family will be safe. Tonight, at least. But maybe tomorrow night, or the next harvest moon, this black sea will be lapping at his doorstep. And by then, it won't be a problem that one man with a stake and his faith can solve... by then, it would take a holy army to turn back the tide.

He can't let that happen to other people. Not if he wants to sleep well, and be able to look his children in the eyes when they ask why he let other hunters bleed, and possibly die, in his place when he had the skills they sorely lacked.

The key here is that all characters need a motivation that speaks to who they are, and what they need. Take Jerry, for instance. He has good land, and one presumes a good home life. But in the scenario pictured, he also has the skills necessary to help hunt a dangerous undead monster that threatens the living. Why does he do it? Is it because, as stated above, he's a good person with a conscience that won't let him rest? Alternatively, is he actually missing the thrill of the hunt, and the feeling of danger that he had when he was still building up his foundation, or doing dangerous deeds to get the treasure he needed to acquire his land? Or, if we altered the location slightly, are the vampires threatening his land, their very presence souring his grapes even as they prey on his workers, and the townsfolk?

Because as long as the challenge being presented is going to pull on the character's motivations, hell yes they're going to become a part of it. Even if, from the outside, it would be far safer for them to stay at home and let some of the aforementioned loose cannons take the risk.

What Does Your Character Not Want?


Or, just as potentially useful, what does your character not want? Because if you're reaching for the low-hanging fruit, a character may go out on adventures for the money, for the fame, or because they feel it's their duty (or it's actually their duty, in the case of knights, officers of the crown, etc. sent to deal with demonic incursions, undead manifestations, etc.). But sometimes preventing an outcome you don't want to happen provides you just as much motivation as trying to bring about one you do want to happen.

Goddammit Alexi, you are NOT taking Igor on this mission. The kid's a glory hound, that's why. Let me get my coat...

As an example, say that a posse is being formed to cleanse the forest of the Cut Man's men (featured in 100 Random Bandits to Meet for those who are interested), and it's going to be led by "Hangman'" Sheriff Valdor. No, your character doesn't really need to get into the thick of things and clear out the bandits... but maybe he doesn't feel that stealing some silver from a few merchants means a man should swing by the neck without a trial, as Valdor's known to do when he decides a man is a bandit. The Cut Man, with his necklace of ears, needs to go... but the others deserve a chance to defend themselves in front of a judge. Or, if you want to sink it a little closer to home, perhaps you've got a niece whose lover runs with the gang, or a friend you parted ways with... they're on a bad path, but they can still be brought back. If Valdor leads a goon squad into the forest, though, all that's gonna come of it is fire and blood.

It's easier to have your characters do things because they want to (collect the bounty, get knighted, impress that NPC they have a crush on, kill the monster they have a personal grudge against, save their town from being wiped out, etc.) but it's important to remember that sometimes characters don't suit up because they want to. A lot of the time it's because they have an obligation.

Say your character is just living their life, enjoying time on the farm. They lived their crazy life, but they got land and a family to raise out of the experience, and they're okay with that now. But what happens when an old buddy from the army comes by, and calls in that favor they still owe? For that one time they took the rap, or stepped in front of a crossbow for them? Maybe your character has no interest in this supposed treasure, or in lost relics, but they owe a life debt, so they belt on their sword one more time to pay up. Perhaps you've been engaged in quiet study as a regional wizard, but when your dying mentor shows up and asks you to take up a task they couldn't complete, will you keep your word to them? Even though you left the church and its holy wars behind, is there still enough zeal in your heart to get you to stand in front of the defenseless one more time? Are you a vassal of the local lord, or perhaps the local noble yourself (A Baker's Dozen of Noble Families is a great place to start looking if this intrigues you), so the duty to investigate a rumor, or handle a problem, falls to you whether you will it or no?

Now, there's nothing wrong with a brooding character who still stares into the fire and thinks about the Black Tusk raiders who burned her village, or the sorcerer with a scar over their heart that never really stops hurting as long as their corrupt father is still alive, but the idea that these kinds of characters are the only ones you'll find out in the world is patently ridiculous. Because for every squad of amoral mercenaries working on their personal grudges, there are those in it for the thrill, for the fun, for the curiosity, for the greed, and even because it's their job.

Takes all kinds to make an interesting story.

Also, for those who are still scraping the barrel and wracking their brain, might I suggest checking out 100 Character Goals and Motivations to help jumpstart your creativity?




Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, February 25, 2019

The Best Design Idea White Wolf Ever Had (Villain Theory 101)

Though it may not be the titan of roleplaying games that it once was, White Wolf still stands as one of the best-known brands, and creator of some of the most engaging games out there. Because if you didn't start your gaming career slinging spells and steel in Dungeons and Dragons, chances are good your first experience was baring your fangs in Vampire the Masquerade, howling at the moon in Werewolf the Apocalypse, or navigating the fine line between the impossible and the banal in Changeling the Dreaming.

Changeling: The Lost has a very special place in my heart.
While these games (and the half dozen or so I didn't mention) were all unique spheres within the ever-growing world of dark fantasy and bleeding horror found in the shadows, I'd like to talk about one idea that sprang up in several of the game lines. One idea that is a godsend to the storyteller, and that you should add to the arsenal you keep behind the screen to help when designing campaigns.

The idea of the Ever-Present Threat.

What Is The Ever-Present Threat?


The short version is that the Ever-Present Threat is something that hangs over the game, and that affects every character at the table. They may respond to it in different ways, and take different actions to deal with it, but the Ever-Present Threat is not a single foe that can be vanquished. It is something that is so powerful, or so de-centralized, that it can never truly be said to be defeated. While it might sleep, or be staved off for a time, it will always be back in the end.

I'd like to take a look at two of White Wolf's games here, and how one is (at least in my opinion) greatly hampered by the lack of an Ever-Present Threat, while the other is enhanced by that threat being up-front and in your face. All right, so, let's begin at the beginning with Vampire.

In Vampire, both Masquerade and Requiem, you are a vampire. It is now your job to navigate the shadows of the world, find allies, avoid repercussions from your enemies, and to play the games of power, influence, and prestige that may devolve into brutal savagery and bloodshed.

You know, vampire shit.
The trouble with this setup is that if you're the storyteller, then you have to work extra hard to corral a bunch of players toward the same goal. Even if their interests align for the moment, or they have some other reason to work together, the setting is fluid enough that it can feel like herding cats. Especially when, because you're immortal, you could go to sleep until today's problem is no longer a problem.

Now, contrast that with the Werewolf the Apocalypse setup. If you've never played the game, well, you're a werewolf. However, every tribe of werewolves is on the front lines of a secret war with the Wyrm, a force of corruption, chaos, and destruction. The end times are coming, and if you don't push back the tide of the Wyrm and its servants then the world will burn, and everything will be destroyed.

THAT is a setup that immediately gets you invested. Not only that, but it makes it clear that even if two characters don't like each other, they're both proud members of team Save The World when all is said and done.

After all, what really IS the alternative here?
You don't have to go that extreme with it, either. As another example, in Changeling the Lost, you are a changeling. You were, at some point, stolen by an otherworldly, god-like being from another dimension, and changed in fundamental ways. You managed to escape back to the real world, but you still bear the scars and powers you were given. And you know your Keeper is out there, somewhere... even if you killed yours, there are Others aplenty, always eager to retake one who got away.

In both of these examples, the Ever Present Threat is something that is big enough that it affects every character at the table, but also vague enough that you can't simply charge the stronghold to try to slay it. It hangs over the game, helping set the tone, but it can also be used by the storyteller to help create cohesion between the characters, and to create challenges players are instantly invested in, or afraid of. Your pack of werewolves bickering amongst each other? Well, they're sent on a mission to slay a corrupted boar that's been sighted in the ruins of Chernobyl. Along the way they have a common foe, and they learn to work together to get over their issues. Or if your changelings are getting a little too complacent behind their walls of money, private security, and mortal barriers, that's when they awake in the middle of the night to find a messenger of the Raven Queen. She has sent an invitation... refusing would lead to dire consequences, but accepting may not be that much safer.

And so on, and so forth.

Cultists, and Cthulhu


I'd like to switch gears for a second, and mention the Call of Cthulhu setting as a way to tie this up. Because the Great Old Ones are foes that exist, and their colossal, cosmic presence lurks in every corner of the mythos setting. And while they can be defeated (typically by disrupting rituals, strengthening ancient wards, or in some cases committing suicide before your mind can be used as a gateway), you don't fight Cthulhu. Even with the most potent of modern weapons at your command, and a score of ancient, eldritch talismans, if the Sleeper awakens, it's game over.

Oh hell... who let Wilbur make a call?
You aren't supposed to kill the cosmic gods of the mythos, though. You're supposed to solve their mysteries, and while you may be able to kill their cultists (if you're a hard-bitten team of Delta Green enforcers, for example), and you might be able to slay a mythos monster with some good dice rolls and the proper ritual, that's as far as you go.

The trick here is to give your players victories against the Ever-Present Threat, but not to defeat the threat itself. You close the door, you seal the gate, you bargain with Dormamu, and you emerge victorious. Possibly broken, bleeding, and mad, but victorious nonetheless. That's important, because making progress against an unending threat can light a fire under players to do more. But if you emphasize that nothing they do will make a difference in the grander scheme of things, then they're going to wonder why they bother rolling the dice in the first place.

Unify Your Players, Provide Instant Motivation


Your Ever-Present Threat can be a lot of different things. It might be the zombie apocalypse that's swept the world. It might be the demons that lurk, trying to peel open the gates of hell enough to escape. It could be Cthulhu, or the True Fae, or the Wyrm and its minions. It could be the Titans and their servants, if you're a fan of Scion.

Whatever your Ever-Present Threat is, it immediately gives your players context for the fight they're in, and why they need to step up to do their part. Because an Ever-Present Threat has touched everyone's lives in some way. It isn't something you can just sidestep, and carry on with your day. It is something that affects every decision a character makes, and which is always there in the background; constant storm clouds, making you wonder if today is the day that lightning strikes.

You can't fight the storm... but every day you hold it off is another day you've won. Which is why, if you've ever found yourself asking, "Well, now what do I do?" once your players have completed a particular arc, you might want to consider using one of these Threats. Because it reacts, moves, and changes, providing constantly new challenges to the PCs, and it saves you so much effort stringing your campaign together.

Additional Reading


For folks who are curious about additional topics, or even supplements, that build on these ideas, consider the following:

- 5 Tips For Running Better World of Darkness Games: The World of Darkness is dripping with atmosphere, and it can be hard to get your game just right. So check this one out if you want to make sure you avoid the obvious mistakes for this setting.

- 5 Tips For Creating Fantasy Towns and Cities: I've been doing a lot of settlement design, particularly for supplements like Towns of Sundara. So check this one out if you want your settlements to feel more organic and lived-in!

- 100 Tips and Tricks For Being a Better Game Master: Pretty much what it says on the tin. I've got 10 years or so if the advice I've field-tested myself, all condensed into a single, easy-to-read supplement for Game Masters new and old!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, November 17, 2018

DMs, Remember, Monsters Don't Have To Be MONSTERS

Before we get started, I've got some exciting news! My new novel Crier's Knife is finally out! So if you'd like to sink your teeth into some old-fashioned sword and sorcery, go take a look. The first few chapters are free, so you can try before you buy.

Now then, where was I? Oh yes!

Being Monsters Doesn't Make You MONSTERS


Real talk here, dungeon masters. How many times have you had a character at your table whose sole response to any situation is mindless violence? You ask them to politely hand over their weapons when going into the bar, they do their best to kill the bouncer. The merchant gives them a price total on their order, they try to kill them and take the goods. Enemies surrender, they go down the line execution style. An NPC says hello, and they deck them full in the face.

"Good afternoon, Sir! How are-" I take my surprise action to attack!
I'm exaggerating here, but only just barely. There is nothing worse for storytelling and immersion than someone who is clearly here only to kill things, regardless of if it makes sense in that situation, is true to the character, or destroys immersion.

Consider that frustration, and ask if your players feel the same way about some of the monsters you put in your game.

Parley?


There are some monsters that are always going to turn to the PCs and start attacking, no questions asked. Mindless undead who have been set a task, constructs with specific orders, and animals whose territory has been invaded (barring a party with a ranger or a druid who can talk said beast down) are never going to be more than an opportunity to cross swords or a chance to use serious stealth skills. That's what you put them there for!

But what about the rest of the time? When you have intelligent creatures on the board who should be using their heads instead of just reaching for their weapons because, hey, we're an hour and a half into the session and it should be time to fight something right about now don't-cha-think?

"What you all doin' in my woods?"
Give you an example of what I'm talking about.

During my group's play through of the adventure path Rise of The Runelords, there's a bit where you have to go into a cavern network and deal with a bunch of stone giants in pursuit of a ranger's corpse. Now, a majority of the encounters we had went like this:

- Party sees stone giants.
- Stone giants see party.
- Initiative is rolled.

However, there was one encounter that went differently. There were three giant hags, all gathered round a cauldron. A dangerous situation, to be sure, but one that was approached differently. Party members who spoke Giant announced us, and made the proper, respectful remarks. The hags, all deeply amused at the little adventurers, asked if we were there to kill the king. We told them no, we'd just come for the body of the ranger. They cackled at that, and told us that the ranger had been giving them quite a time... lot of trouble, for a dead man. Sadly, we'd likely have to slay their ruler to get to the ranger, and then we'd have to kill the thing he'd become. Ah well, the "king" wasn't worth much, and they would rather go back to their nice, warm swamp anyway.

And then, just like that, they teleported out. Information gained, combat avoided, and the only NPCs who felt like a genuine part of the world in that whole cavern system were gone.

I wonder what they're up to, these days...

Make Your Adversaries Real Characters, Too


It's true that, a lot of the time, the PCs and their adversaries are in direct conflict with one another. They're raiding an orc stronghold, and the guards have to keep them out. They're confronting a death-worshiping cult, and the cult sees no reason to listen to outsiders. Etc., etc.

But what about all those other situations? What about when there are pirates who don't want to lose any men, so they open negotiations for surrender? How about evil fey who, despite their desire to crack your heads and drink your blood, are still bound by specific (if unknowable) rules of courtesy? What about orc war bands who hail your party, and demand to know their business instead of just attacking them on sight? Or trolls who demand to know the party's destination in their swamp?

These are all potential situations where, sure, combat could still happen. And you might argue that a monster revealing themselves and engaging the party gives up a key advantage in that the PCs won't be ambushed if combat does happen. Fair points... but what are you giving up by assuming that every interaction is going to devolve into initiative? What effect does it have on your game when you don't bother figuring out the motivations of your bandit leaders, or the situations under which your dragons would not only not attack the PCs, but actively listen to the case they're making?

What does your story lose when you shut off the potential for NPCs like hags, gargoyles, redcaps, giants, ogres, gnolls, and all the other creatures to actually contribute more than another notch on the PCs' belts?

Or their swords, depending on how hard the bad guys' armor is.
It's true that you'll need to do a little extra tactical planning if you make your bad guys less into static obstacles and more into real characters, but you'll notice something when you do. Your players will begin to realize that these NPCs are just as real as their PCs. That they aren't just challenges to be slain, but that if they are treated differently they could add completely different elements to the story. If they know those orcs have names and motivations, then they might try to become their leader (or patron, if they'll turn mercenary), turning them into a helpful NPC war band. If they know the hill giants are capable of reason (even if they are thick as mud), then they might try to broker a lasting peace with the regional towns instead of just trying to kill everything 10 feet or taller that they meet.

And so on, and so forth.

There are still going to be situations where it's shoot first, ask questions later. Enraged manticores aren't all that interested in the motivations of PCs too close to their nests, and hordes of shambling undead can't be turned aside with anything short of shattered skulls. But you'll get a lot more mileage out of all those thinking, feeling NPCs if you present the opportunity for the party to interact with them in meaningful ways outside of rounds.

Just saying.

Also, if you're looking for a handy chart replete with antagonists that are still characters in their own right, then you might want to check out 100 Random Bandits To Meet. It's from Azukail Games, and authored by yours truly!

That's all for this Fluff installment. Hopefully it got the wheels turning for some of the DMs out there who would like to see their players do more than sling steel or spells when they see a creature. For more of my work check out my Vocal archive, or look at my Gamers page to just see my tabletop articles. You should also stop by Dungeon Keeper Radio, where I get together with other gamers to make fun videos for players and dungeon masters alike!

To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. If you'd like to help support me then you can give me a one-time tip by Buying Me A Ko-Fi, and if you'd like to become a regular supporter you should go to The Literary Mercenary's Patreon page to sign up today! Lastly, if you want to buy some of my books, like my latest fantasy release Crier's Knife, you can go to My Amazon Author Page to see my entire library!

Sunday, March 12, 2017

Remember, The Party is Under No Obligation To Adventure With You

The world was reduced to a wasteland while they slept in a strange stasis. Ever since they'd awoken, and begun exploring the ruined expanse, it had been one life-or-death battle after another. Paranoia had begun taking hold, and the slightest sound made them jump, hands on their weapons.

So they were understandably unnerved when the stranger walked out of the shadows, and into their camp, as if he had every right to be there.

They tried to be as courteous as the savage land allowed them to be. They asked the stranger his name, and he told them a word in a language they could not speak. They asked him his purpose, and he gave them a shrug of his shoulders, and offered a platitude that did not answer any of their questions. Losing patience after going round and round with the interloper and getting nowhere, Brazen Red-Eye thumbed back the hammer on his widowmaker, and asked the stranger a more pointed question.

Why did he think the party should let him live?

Take your time answering. You've got the rest of your life.
This scenario actually happened (though it didn't make its way into Brazen's saga, which began with Why You Should Never Field A One-Eyed Dragon), and it represents a problem that every DM I've ever talked to has run into. Namely, a player who thinks that just because their character is a PC (and thus one of the main characters of the story) that they are automatically a part of the campaign as soon as they walk on the scene.

Consider this post a public service message, because it's important to remember that the party can refuse to adventure with you at any time, for any reason.

But I'm A PC!


Let's say the party took on an NPC cleric to help them in their quest. However, this cleric demands special treatment, lords their powers over the party, is confrontational about every decision they make, and withholds treatment until injured characters have begged them for aid. That's annoying, but it's the sort of behavior the party might be willing to put up with until this particular dungeon is cleared, and they can drop the cleric back off at the town.

Now ask what the party would do if the cleric stole their loot. Or got in party members' faces, and threatened them. How long would it take for the party to cave in that NPC's skull, healer or not?

He won't feel a thing. It will be just like a tent stake, but more satisfying.
If players won't put up with any nonsense from NPCs, why would they do it for another PC? As far as the story is concerned, all characters are created equal (which is to say the party doesn't have big, red arrows over their heads marking them out as player characters, and therefore important). As I mentioned in Let Them Reap What They Sow (Actions and Consequences For PCs in RPGs), player actions have consequences.

Sometimes the consequence is that the rest of the party says, "You're a bigger liability than you are a help. Take your share of the loot, and go on your way."

Whether you brought a kleptomaniac murder machine to a party that would rather not have bounty hunters dogging their tail, you betrayed the party to save your own skin, or you just won't get up from the bar and actually introduce yourself, the party is under no obligation to seek you out, pick you up, or keep you around.

Think of the party as a business. You all agreed to work together to grow this endeavor, and to get the job done. However, that means everyone needs to show up Monday morning with a mug of coffee in their hand, a glint in their eye, and ready to go to work.

A Little Ambition Goes A Long Way


How do you stay in the party, you might ask? Generally speaking, as long as you follow rule one (don't be a dick), you shouldn't have anything to worry about. But if you want to lock in your spot at the table, there are a couple of extra steps you can take.

Assuming, that is, you want to endear yourself to the rest of your crew.
The first, and easiest, thing you can do is to make your PC so that they have a pre-existing relationship with at least a few other people in the party. Maybe you once served together in the army, you went on a previous adventure before you parted ways, or you were childhood friends. You might even be related, if you're going for the low-hanging fruit. This eliminates that awkward, "So, uh, I heard you guys are going into the Kataph Ruins on a secret mission. Got room for a fifth wheel?" conversation that sometimes happens when you try to bring in someone new.

The second thing you could do is remember that you're all co-workers here. Whether you have previous connections or not, establish a rapport with your party members. Figure out common ground, common goals, and find a way to work together to get the job done. Sure, you might be at odds over your methodology, but just because you want to summon a small army of the walking dead, and the knight wants to ride out to meet the dark champion in single combat, you both want to make sure that demon legion doesn't wipe this city off the map. You need to be on the same side, and trying to solve the same problems, instead of fighting each other.

Third, make sure your character is useful. Characters should be interesting, and involving, but when it comes right down to it, becoming part of the party means you're there to do a job. So you need to bring your A game, and hold up your end of the bargain. Whether you're a sworn sword there to keep your allies safe, a gun for hire, a wizard who specializes in bolstering her companions' resistances, or an expert archaeologist whose familiarity with treasure maps and deadly traps is unsurpassed, make sure you do your job, and do it well.

If you can do all of these things, then your allies will go all the way to the wall to keep you as a member of the party.

That's all for this week's Moon Pope Monday post. Hopefully some folks found it interesting, or at least thought-provoking. If you'd like to help me keep Improved Initiative going, then stop by The Literary Mercenary's Patreon page to become a patron today! All it takes is $1 a month to get yourself some sweet swag, and to help me keep making content just like this. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet why not start today?

Friday, February 3, 2017

Your Alignment Isn't Your Motivation

It was the strangest alliance the kingdom had ever seen. Zal-Thuun, a necromancer whose name was whispered in fear when it was spoken at all, and Neren Ka, the sword of the shining light, should have been natural enemies. They were as light and dark, opposite in nearly every way. But even night and day touch during dawn and twilight, and despite their differences the two of them shared a single goal; preserving the capitol against the demon legion. And, united in that goal, they were a force that shook mountains, and which made the heavens tremble.

They agreed to disagree on the matter of when life truly ends, though.
Like it or hate it, the alignment system is a baked-in part of games that use it. It affects class features in many divine classes, it decides how certain spells affect you, and it can even decide how magic items react to your character. With that said, few mechanics will start arguments as quickly as alignment does. However, there is a trap regarding your character's alignment that players fall into all too often. In short, they choose their alignment first, and then base their character's behavior off of it.

I'd suggest doing it the other way around. Flesh out who your character is first, and then ask which alignment box you check based on their views and beliefs.

Motivation, Not Alignment, is What Drives You


While there's no spot for it on your character sheet, motivation is one of the most important aspects of the person you're piloting. It's their driving goal. It is why your character does what they do.

Yes, but WHY are you shooting zombies in the head?
Some motivations are simple. Your character has to earn a living, pay off a debt, or help out a friend. These are small motivations, and they work pretty well for getting your PC out of the inn and onto the road to the plot. But bigger motivations are also important, because you need to know where you're going. What does your character want out of life? Why aren't they a baker, or a butcher, or a simple town guard? Why didn't they take a teaching position at the university, or travel with the circus to show off their in-born magical talents?

In short, why are you going off the beaten path?

Motivation Can Often Stay The Same, Even if Alignment Shifts


How many times have you seen that villain whose goal is noble, but his methods of achieving it are evil? How many times did that villain start as the hero, only to slide into darkness because he could not achieve his ends with the tools he had available to him? His motivation never changed; he simply chose to go about it in a different way.

Sometimes you make sacrifices when you get into politics.
This could happen in a thousand different ways. For example, someone's goal might be to help take care of the poor. A crafty rogue might decide to steal from the rich, when it was made clear he could not persuade people to donate gold to a good cause, or earn enough legally to help everyone. It's a way to redistribute the wealth, and it ensures that the neediest are taken care of. It also ensures that those who can best absorb the loss are the ones being stolen from. Now, say the rich step up their security. The thief now has more challenges to face, and less margin for error. He may have to take more risks to get to the treasure, and he might have to grow more vicious. While his raids were previously bloodless, he might poison the guards, or cripple them, so they won't be able to bring him down. In time he might kill them to claim the treasure, sending a message that opposing his goals will lead to nothing but misery.

The original motivation never changed. The character is stealing money to make sure those in need can cover their expenses. But the nature of his work took a toll, and hardened him. It made him willing to do worse things in the name of helping others. It also meant the gold he offers is now soaked in blood. But can the desperate quibble about where it came from?

Or, for example, say there was a hunter whose goal is to protect his people. He does it his way, on his terms, using brutal attacks and butchery to weave fear into those who would advance on him and his. He enjoys the thrill of the kill, but the purpose is always to protect his territory. But what if there was another way? If he formed alliances, and made peace with words instead of holding enemies at sword point? Those diplomatic actions might force him to see his former enemies as people, and to understand that there are others who matter in the world. So, while he may keep his blades and skills sharp, violence may no longer be the tool he prefers because he knows there is no further recourse once blood is spilled. Peace is more permanent if it is willingly entered into, instead of enforced with a fist.

Motivation Allows Inter-Alignment Cooperation


One of the biggest problems I've seen DMs turn to the Internet for help on goes something like this. "So, two of my PCs are good, and two are evil. One is neutral. There's so much inter-party bickering that the game is falling apart. What do I do?"

Well, ideally you talk with your players and make it clear that everyone has to work together. But if your players need more than that, you should point to their characters' motivations. Even if they have different ideas about morality, they should all have a common goal in place. That common goal is what will allow them to overcome their differences to work together... even if it's just for a little while.

Fine, I will help you overthrow the prelate. If you swear to me you won't crucify him.
Whatever the goal of your campaign is, you need to build a motivation hook into every member of the party's story. The fighter wants to protect the village from goblin raids because these are good people, and he feels he has to step up. The rogue wants a crack at the swag the goblins have been stealing. The cleric is secretly a servant of an evil god, and he wants all this ruckus to quiet down before someone powerful shows up, and he risks blowing his cover. The bard? Well, the bard lives here, this is his town, and he wants to be able to sleep without checking his closets for the little green-skinned buggers.

Though this party might come from all ends of the alignment spectrum, and their individual motivations vary, they are unified in that they want these raids to stop. Period. So they'll likely set aside their differences long enough to handle that problem. And, by doing so, they might find they work well as a team. It's even possible that, through long-term association, evil could be redeemed, lawful could be bent, chaotic straightened out, or good tarnished. But your alignment is what you're willing to do to pursue your goals. It is not the goal itself.

No one is good for the sake of being good, or evil for the sake of being evil. And whether you're good or evil, lawful or chaotic, that doesn't preclude the sorts of goals and motivations you have. It just says something about the means you're willing to pursue to achieve your ends.

That's all for this week's Fluff post. Hopefully some folks found it thought-provoking, and that it is a useful way to frame debates at your tables. If you'd like to support Improved Initiative so I can keep producing content like this, drop by The Literary Mercenary's Patreon page. All it takes is $1 a month to help keep me afloat, and to get some sweet swag. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, why not start today?