Curiosity (weird locked doors, NPCs doing strange things)
Greed (treasure map)
Revenge ("You see the rogue that killed your party wizard sitting in the tavern.")
Duty ("Your paladin hears rumors that a group of orcs have looted a temple of your deity in a nearby village")
Employment ("Lord Bob hires you to go get him a phoenix feather")
Alignment ("You see someone doing something evil, do you stop them?" - probably related to duty except that I consider duty something that's more specific to an organization you belong to, whereas alignment is more of a general personality thing)
I use curiosity and duty most of all. I can plan for those and predict players actions 90% of the time. Greed and revenge are the hardest to predict, I list them here more as motivators for action. When greed/revenge inspires the players/PCs, I'm usually just wing things with whatever I have prepared. If I try to use greed/revenge ahead of time, I find that the players have a different opinion of the strength of the bad guy, the risks involved in getting the treasure, etc. - that causes them to turn down the adventure.
Greed (treasure map)
Revenge ("You see the rogue that killed your party wizard sitting in the tavern.")
Duty ("Your paladin hears rumors that a group of orcs have looted a temple of your deity in a nearby village")
Employment ("Lord Bob hires you to go get him a phoenix feather")
Alignment ("You see someone doing something evil, do you stop them?" - probably related to duty except that I consider duty something that's more specific to an organization you belong to, whereas alignment is more of a general personality thing)
I use curiosity and duty most of all. I can plan for those and predict players actions 90% of the time. Greed and revenge are the hardest to predict, I list them here more as motivators for action. When greed/revenge inspires the players/PCs, I'm usually just wing things with whatever I have prepared. If I try to use greed/revenge ahead of time, I find that the players have a different opinion of the strength of the bad guy, the risks involved in getting the treasure, etc. - that causes them to turn down the adventure.


