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<blockquote data-quote="I'm A Banana" data-source="post: 7651692" data-attributes="member: 2067"><p>It's true, goals and villains won't bring reactive players out of their shell or bring hedonic players into some sort of character. Nor really should they -- those players wouldn't really have fun like that! But they're pretty good at keeping reactive players active enough to keep the game moving even when they're holding the calvinball (so that the game keeps moving and their choice remains as memorable as their class choice or race choice), and they're pretty good at giving hedonic players a direction to jump in to get to the monsters (so that you have them stirring the pot where you, as a DM, like them to stir the pot, and not just making trouble for being rowdy in the tavern). </p><p></p><p>Ain't gonna change their personalities, but it can keep some of the less constructive traits of those type of players from de-railing things too much. Assuming they're well-intentioned players, anyway. And it can lure players who have one of those traits as dominant but another trait lurking beneath the surface into exposing that subsurface trait a bit more. A reactive player might just need a mechanical fob to remind them (like their race mechanics). A hedonic player might just need a goal that lets them carouse and brawl ("Pleasure" is totally a great goal!). </p><p></p><p>But if your emotional goal in D&D isn't related to the narrative of the thing, it's not going to MAKE you care. It's just going to make it easier for the DM to be like, "Hey, Eddie, the whorehouse is being driven out of business by a corrupt politician that you KNOW you've seen there before, why don't you go smash them?" or to be like "Sarah, that orphanage that burnt down can't be making your character happy, can it?"</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7651692, member: 2067"] It's true, goals and villains won't bring reactive players out of their shell or bring hedonic players into some sort of character. Nor really should they -- those players wouldn't really have fun like that! But they're pretty good at keeping reactive players active enough to keep the game moving even when they're holding the calvinball (so that the game keeps moving and their choice remains as memorable as their class choice or race choice), and they're pretty good at giving hedonic players a direction to jump in to get to the monsters (so that you have them stirring the pot where you, as a DM, like them to stir the pot, and not just making trouble for being rowdy in the tavern). Ain't gonna change their personalities, but it can keep some of the less constructive traits of those type of players from de-railing things too much. Assuming they're well-intentioned players, anyway. And it can lure players who have one of those traits as dominant but another trait lurking beneath the surface into exposing that subsurface trait a bit more. A reactive player might just need a mechanical fob to remind them (like their race mechanics). A hedonic player might just need a goal that lets them carouse and brawl ("Pleasure" is totally a great goal!). But if your emotional goal in D&D isn't related to the narrative of the thing, it's not going to MAKE you care. It's just going to make it easier for the DM to be like, "Hey, Eddie, the whorehouse is being driven out of business by a corrupt politician that you KNOW you've seen there before, why don't you go smash them?" or to be like "Sarah, that orphanage that burnt down can't be making your character happy, can it?" [/QUOTE]
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