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How different PC motivations support sandbox and campaign play
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<blockquote data-quote="Bruno Carvalho" data-source="post: 7425174" data-attributes="member: 6856512"><p>Let me try to explain how I've addressed that question in <a href="http://www.enworld.org/forum/showthread.php?489726-Final-Fantasy-RPG-4th-Edition&p=7253915#post7253915" target="_blank">my own free RPG</a>:</p><p></p><p>The game requires you to do a "Session Zero", where you'll create the "Group". In this process (amongst other things), you'll have to decide 3 Group Traits (taken from a bigger list of 8 traits). These traits have 4 functions: 1) They are motivations/goals; 2) They give abilities; 3) They create conflict at the table; and 4) They are the means to acquire XP.</p><p></p><p>After that, each character must choose 3 traits for themselves. 2 of those must be picked from the group's list, and the third one must be picked from the general list. This ensures that some motivations are shared between player characters (thus helping with group cohesion), yet there is still room for personal projects/ double agents / self-expression while creating the characters. </p><p></p><p>The traits are:</p><p></p><p>1) Monster Hunter (your goal is to kill monsters)</p><p>2) (Good/Bad) Reputation (your goal is to be loved/admired - or feared/despised)</p><p>3) Relics from the Past (your goal is to uncover secrets from ancient civilizations)</p><p>4) People's Hero (your goal is to protect the poor and oppressed from evil)</p><p>5) Nemesis (your goal is to defeat a enemy - create that enemy)</p><p>6) Sense of Duty (your goal is to follow some organization - government/military/religious/etc)</p><p>7) Protégé (your goal is to protect someone, something or someplace that needs protection)</p><p>8) Mercenary (your goal is to amass wealth and power)</p><p></p><p>Of course, you can create more Traits and adapt this idea to any system you want. For example, let me detail the Monster Hunter trait so you can understand its 4 functions:</p><p></p><p><strong>1) They are motivations/goals:</strong> Your character actively wants to get rid of monsters;</p><p><strong>2) They give abilities:</strong> Your character can know details and tips about the monsters they hunt;</p><p><strong>3) They create conflict at the table:</strong> Monsters are more hostile to your character;</p><p><strong>4) They are the means to acquire XP: </strong>You gan XP by kiling/defeating monsters.</p></blockquote><p></p>
[QUOTE="Bruno Carvalho, post: 7425174, member: 6856512"] Let me try to explain how I've addressed that question in [URL="http://www.enworld.org/forum/showthread.php?489726-Final-Fantasy-RPG-4th-Edition&p=7253915#post7253915"]my own free RPG[/URL]: The game requires you to do a "Session Zero", where you'll create the "Group". In this process (amongst other things), you'll have to decide 3 Group Traits (taken from a bigger list of 8 traits). These traits have 4 functions: 1) They are motivations/goals; 2) They give abilities; 3) They create conflict at the table; and 4) They are the means to acquire XP. After that, each character must choose 3 traits for themselves. 2 of those must be picked from the group's list, and the third one must be picked from the general list. This ensures that some motivations are shared between player characters (thus helping with group cohesion), yet there is still room for personal projects/ double agents / self-expression while creating the characters. The traits are: 1) Monster Hunter (your goal is to kill monsters) 2) (Good/Bad) Reputation (your goal is to be loved/admired - or feared/despised) 3) Relics from the Past (your goal is to uncover secrets from ancient civilizations) 4) People's Hero (your goal is to protect the poor and oppressed from evil) 5) Nemesis (your goal is to defeat a enemy - create that enemy) 6) Sense of Duty (your goal is to follow some organization - government/military/religious/etc) 7) Protégé (your goal is to protect someone, something or someplace that needs protection) 8) Mercenary (your goal is to amass wealth and power) Of course, you can create more Traits and adapt this idea to any system you want. For example, let me detail the Monster Hunter trait so you can understand its 4 functions: [B]1) They are motivations/goals:[/B] Your character actively wants to get rid of monsters; [B]2) They give abilities:[/B] Your character can know details and tips about the monsters they hunt; [B]3) They create conflict at the table:[/B] Monsters are more hostile to your character; [B]4) They are the means to acquire XP: [/B]You gan XP by kiling/defeating monsters. [/QUOTE]
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