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<blockquote data-quote="takasi" data-source="post: 4864667" data-attributes="member: 20194"><p>I don't follow you here. </p><p></p><p>In this case, the motivation to restore the mine is power and the satisfaction of saving the world, at least this part of the world anyway. Whichever group takes over the mine will now grow in power all thanks to the heroes. </p><p></p><p>The status quo has changed for the better. This is a powerful motivating factor. It can provide just as much of a sense of accomplishment and heroism as preventing an ideal status quo from changing. It's even more satisfying, in my opinion as a player, because I had a more active say in the change. </p><p></p><p></p><p></p><p>Even in this example there are different ways to go about it. I can create a character who hates orcs. Orcs have already killed my parents, best friend and my little dog too. It's a part of my backstory, which now makes it a part of the status quo of the game world when we start to play. Orcs regularly terrorize the countryside, it's just a fact of life. </p><p></p><p>A DM can decide that something is going to change. Orcs are teaming up with some super villain to lead a war to wipe out humanity. This is a very event driven campaign. Not only does the hero hate orcs, but now he must fight them or else they're going to take over the world.</p><p></p><p>Or the DM can just keep it status quo. If the hero doesn't act then life will go on and the orcs will end up killing some other future hero's dog. But if the hero wants to track down the orcs and slaughter them then the world will change. The little dogs will be safe (at least from the orcs). Seeing this change in the game world is a very strong motivation to become a hero.</p></blockquote><p></p>
[QUOTE="takasi, post: 4864667, member: 20194"] I don't follow you here. In this case, the motivation to restore the mine is power and the satisfaction of saving the world, at least this part of the world anyway. Whichever group takes over the mine will now grow in power all thanks to the heroes. The status quo has changed for the better. This is a powerful motivating factor. It can provide just as much of a sense of accomplishment and heroism as preventing an ideal status quo from changing. It's even more satisfying, in my opinion as a player, because I had a more active say in the change. Even in this example there are different ways to go about it. I can create a character who hates orcs. Orcs have already killed my parents, best friend and my little dog too. It's a part of my backstory, which now makes it a part of the status quo of the game world when we start to play. Orcs regularly terrorize the countryside, it's just a fact of life. A DM can decide that something is going to change. Orcs are teaming up with some super villain to lead a war to wipe out humanity. This is a very event driven campaign. Not only does the hero hate orcs, but now he must fight them or else they're going to take over the world. Or the DM can just keep it status quo. If the hero doesn't act then life will go on and the orcs will end up killing some other future hero's dog. But if the hero wants to track down the orcs and slaughter them then the world will change. The little dogs will be safe (at least from the orcs). Seeing this change in the game world is a very strong motivation to become a hero. [/QUOTE]
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