In BW, each PC has 3 Beliefs. These are authored by the player for the PC. The expectation is that these are public at the table. A player can rewrite a Belief at any time, but (i) the GM is allowed to enforce a delay in this if s/he thinks that the player is trying to avoid a hard decision, and (ii) there is an expectation that the changes in Beliefs will reflect and express something about the fiction, and how the character is responding to that.If I understand it right, in your game before play starts each player comes up with some goals for her character, and once play starts the DM is somewhat bound to have those goals and their resolution be the central theme of what gets played - am I right so far?
So, first: do the players (out of character) always know what everyone else's goals are even if in-character they are for some reason hidden?
Second: what "scale" are these goals expected to be on? Swearing vengeance on the lizardmen who overran your family farm sounds all very noble but by 3rd level it could be done and dried (not much of a campaign there), so are the goals expected to be longer-term sorts of thing?
Third: what if two (or more) characters' goals directly conflict?
The GM is meant to frame the PCs into situations that put their Beliefs to the test. The players will follow their Beliefs, or maybe break them (especially if the GM puts them into conflict, which s/he is expected to do).
The GM also authors Beliefs for important NPCs (eg the dark naga has beliefs). These play a role in playing the NPC a little bit like alignment in traditional D&D (DMG, p 23: "The overall behavior of the [NPC] character (or creature) is delineated by alignment").
In my main 4e game, I told the players that each PC (i) had to have a reason to be ready to fight goblins (because I wanted to run Night's Dark Terror), and (ii) had to have one loyalty. For some of the PCs, (i) and (ii) were the same things; for others not. These motivational elements of the PCs have driven the game. They've also evolved, as the characters and the fiction develop.
The interaction of PC beliefs and goals, and their evolution, can lead to conflict. I've given the example, upthread, of the assassin/wizard and the mage in my BW game: the former wanted to be avenged on her former master (the mage's brother); the mage wanted to redeem him. In the 4e game, one of the PCs (the paladin of the Raven Queen) will do whatever will promote his god's interests; some of the other PCs, though, do not want the Raven Queen to become ruler of the cosmos.
It's my job as GM to frame the PCs into situations that generate pressure and interweave these conflicts. The players have a degree of responsibility, too, to try and manage these differences and conflicts, within reason. But ultimately if conflict breaks out, then it has to be resolved (BW is better for this than 4e - the latter doesn't have good mechanics for resolving conflict between PCs. But it does allow PCs to push the fiction in differen directions, eg in a skill challenge, and this is a part of my main 4e game).
A preliminary comment - I wouldn't expect the idea of going to the barbarians to suddenly emerge from nowhere.I completely fail to understand how else it can work
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When the idea of going to the barbarians suddenly emerges from nowhere - and that's the case here; this idea of going after the barbarians comes right out of the blue - 4 possible results can occur:
1. The barbarians exist, and the DM has known this all along
2. The barbarians exist, but the DM just now decided that on the fly
3. The barbarians do not exist, and the DM has known this all along
4. The barbarians do not exist, but the DM just now decided that on the fly
Or, to clarify, are you disagreeing that designing the game world and its content is the DM's responsibility? If yes, then how in your eyes does the game world get designed?
But what other possibility exists? Here's one: the player just declares "I head north, to meet the barbarians."
That particular action declaration has never occurred in one of my games (that I can remember), but in my BW game one of the players - when his PC was in a difficult situation in the Bright Desert - declared "Everyone knows that Suel tribesmen are thick as fleas on a dog in these parts" and then rolled a Circles check. (It failed - hence the PCs ended up, briefly, in the custody of Wassal.)
Here's another: the player conjectures, "There are barbarians in the north, aren't there?" and then makes a Northern Wastes Lore (or whatever skill is appropriate) check. If it succeeds, the conjecture is true. If it fails, the GM gets to narrate a consequence for failure as usual - there are no barbarians, perhaps; or there are barbarians, but they are democrats who kill all those among them who display pretensions to kingship. (I just made that up, in about twice the time it took to type it.)
I'm sure there are other ways too.
Well, I'm running a game set in Hardby, and I don't have a map, or anything but the info in the GH booklets (pp 23, 25, 41 of the Boxed Set Guide to the WoG):I can't imagine trying to run a game in a setting that hasn't got at least some pre-design to it even if it's only a town, a dungeon or other adventure, occupants of both, and some geographical features around and between the town and dungeon) Who decides where the cities are? Where the dragons are? Where the next dungeon is after this one, and what it consists of? Who rules the realm, if anyone, and what the ruling or political structure is?
[T]he heir [of the Landgraf of the Selintan] was wed to the daughter of the Gynarch (Despotrix) of Hardby, a sorceress of no small repute. Their descendants ruled a growing domain . . . In 498 it [Greyhawk] was declared a free and independent city, ruling a territory from Hardby . . . to the Nyr Dyv . . . These holdings have been lost over the intervening decades . . . The Despotrix of Hardby now pays tribute to Greyhawk to avoid being absorbed into the growing city state once again . . . Portions of the [Wild Coast] have been under the control of . . . the Gynarch of Hardby . . . at various times.
Here are some locations in Hardby that have been part of our game:
The tower of Jabal of the Cabal: narrated as described upthread, as part of playing out the consequences of a failed Circles check when the mage PC tried to make contact with the leader of his sorcerous cabal.
A cheap inn near the docks: narrated as a place the PCs were able to find to sleep when they had been banished from the city by Jabal and so couldn't sleep inside the wallas. The need to make a check to see how well they could sleep despite the noise and fleas was established following a poor Resources check (which established it as a cheap dive).
The catacombs: established as part of the narration that followed from a mummy attack on Jabal's tower (the mummy was looking for the feather that the mage PC was carrying, which had been stolen from its pyramid tomb in the Bright Desert). The player of the mage succeeded at some checks to find a useful inscription on the wrappings of the mummy, and read it; these established that the mummy had been taken from the Bright Desert and reinterred in the Hardby catacombs. The player then succeeded at a Circles check to meet a gossipy noble who was able to help him escape the city without being seen (ie via the catacombs). Since then there have been Catacombs-wise checks, some successful and some not. Catacomb-dwelling cultists have been fought and then befriended. At one point when I needed a map for the cultists' hideout, I used a section from the Caves of Chaos.
A cheap inn near the docks: narrated as a place the PCs were able to find to sleep when they had been banished from the city by Jabal and so couldn't sleep inside the wallas. The need to make a check to see how well they could sleep despite the noise and fleas was established following a poor Resources check (which established it as a cheap dive).
The catacombs: established as part of the narration that followed from a mummy attack on Jabal's tower (the mummy was looking for the feather that the mage PC was carrying, which had been stolen from its pyramid tomb in the Bright Desert). The player of the mage succeeded at some checks to find a useful inscription on the wrappings of the mummy, and read it; these established that the mummy had been taken from the Bright Desert and reinterred in the Hardby catacombs. The player then succeeded at a Circles check to meet a gossipy noble who was able to help him escape the city without being seen (ie via the catacombs). Since then there have been Catacombs-wise checks, some successful and some not. Catacomb-dwelling cultists have been fought and then befriended. At one point when I needed a map for the cultists' hideout, I used a section from the Caves of Chaos.
A similar approach has worked for things like the pool of the (friendly) Naga the PCs found in the Bright Desert; the waterhole at the edge of the Abor-Alz, where the foothills meet the Bright Desert; and probably other stuff I'm forgetting.
The ruined tower, on the other hand, was established by the player of that PC, as part of establishing PC backstory before the game started. (Including a cool picture, of a ruined tower in arid hills in India.)