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Community
General Tabletop Discussion
*TTRPGs General
Player motivation for an exploration-themed game
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<blockquote data-quote="utopia27" data-source="post: 5119398" data-attributes="member: 26707"><p>I think if I were one of the characters, I'd figure out who was asking the questions, go take their money, and find out what they were trying to accomplish. I'd be a little concerned the folks setting the questions had ulterior motives. and after the list grew longer a couple times, I think I'd be frustrated and annoyed.</p><p></p><p>but me, I'm paranoid, and tend to play chaotic characters.</p><p></p><p>so what has historically motivated people to go exploring?</p><p>- god</p><p>- gold</p><p>- glory</p><p></p><p>you've got gold. maybe a little bit of glory. I'd recommend engaging the god mode. and the glory mode. </p><p></p><p>Glory, BTW, is actually a great way to soak up excess gold and treasures. It's expensive to maintain a title. Even a small estate (particularly with an associated high title) can be a fine excuse for required entertainment (the princess is coming to visit for a week! wouldn't want to offend!), for levies of troops and taxes, and other good ways to sop up the excess wealth.</p><p></p><p>Glory is also a handy place to throw in rivals. If you've got public lists, and some shadowy forces generating/asserting/maintaining are spreading around rewards... you may want to have a couple of rival groups. Don't neglect to make them potentially (or partially) admirable and cooperative. Some deal-making and shifting alliances can provide a lot of spice (and some good levers for the GM). </p><p></p><p>God is an easy road to invoke - particularly where state and religion are aligned. It does get a bit stickier at higher levels, when characters get to ASK God directly. So... remember to keep the stories straight, and watch out for characters worshipping trouble-makers. I hate it when Coyote cuts a deal that delays defense of the universe for a couple generations, and neglects to tell the rest of the deities, or his high priests...</p><p></p><p>Finally... gold. Your rewards don't have to be strictly monetary. They can also be land grants (less preferred in this case), access to information or secret societies, titiles, etc.</p><p></p><p>In parting, a small piece of general advice. Your players and their characters, will not necessarily have your plot as their continuing sole concern. Remember to lighten up from time to time - support some character-specific goals and subplots. Allow some independent successes, and don't use everything the players gain as levers to get them "back in the groove"</p></blockquote><p></p>
[QUOTE="utopia27, post: 5119398, member: 26707"] I think if I were one of the characters, I'd figure out who was asking the questions, go take their money, and find out what they were trying to accomplish. I'd be a little concerned the folks setting the questions had ulterior motives. and after the list grew longer a couple times, I think I'd be frustrated and annoyed. but me, I'm paranoid, and tend to play chaotic characters. so what has historically motivated people to go exploring? - god - gold - glory you've got gold. maybe a little bit of glory. I'd recommend engaging the god mode. and the glory mode. Glory, BTW, is actually a great way to soak up excess gold and treasures. It's expensive to maintain a title. Even a small estate (particularly with an associated high title) can be a fine excuse for required entertainment (the princess is coming to visit for a week! wouldn't want to offend!), for levies of troops and taxes, and other good ways to sop up the excess wealth. Glory is also a handy place to throw in rivals. If you've got public lists, and some shadowy forces generating/asserting/maintaining are spreading around rewards... you may want to have a couple of rival groups. Don't neglect to make them potentially (or partially) admirable and cooperative. Some deal-making and shifting alliances can provide a lot of spice (and some good levers for the GM). God is an easy road to invoke - particularly where state and religion are aligned. It does get a bit stickier at higher levels, when characters get to ASK God directly. So... remember to keep the stories straight, and watch out for characters worshipping trouble-makers. I hate it when Coyote cuts a deal that delays defense of the universe for a couple generations, and neglects to tell the rest of the deities, or his high priests... Finally... gold. Your rewards don't have to be strictly monetary. They can also be land grants (less preferred in this case), access to information or secret societies, titiles, etc. In parting, a small piece of general advice. Your players and their characters, will not necessarily have your plot as their continuing sole concern. Remember to lighten up from time to time - support some character-specific goals and subplots. Allow some independent successes, and don't use everything the players gain as levers to get them "back in the groove" [/QUOTE]
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Player motivation for an exploration-themed game
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