WalterKovacs
First Post
Generally my Adventurers have power as their motivation, but that is the more immediate motivation, likely because by aquiring power, they will be able to achieve their overarching goal (revenge, duty, survival). That helps when the groups current adventure isn't directly applicable to the goal ... having a "goal to reach the goal" allows the character to pretty much go a with the flow of the group. Similarly, surivival as a motivation (if I die, I can't reach my goal) helps to keep the character stay with a party even if they seem to have conflicting goals/personalities/allignments. In general having a few motivations, especially when they come into conflict, is good.
One of my current characters has recently joined the party replacing the former leader. The group is moving away from where he can acheive his goal of revenge, but he realizes that by delaying that goal, he can amass power, and strike a stronger blow of revenge at a later time.
Some of my simpler characters are just in it for, not exactly adventure, but the ability to go out, get into fights, and have it be considered acceptable behaviour.
One of my current characters has recently joined the party replacing the former leader. The group is moving away from where he can acheive his goal of revenge, but he realizes that by delaying that goal, he can amass power, and strike a stronger blow of revenge at a later time.
Some of my simpler characters are just in it for, not exactly adventure, but the ability to go out, get into fights, and have it be considered acceptable behaviour.
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