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LeftDesigner's Notebook: Motivation, Hero Dice and Character-Driven Stories

The goal behind options like Motivation is to create new ways for players and GMs to collaborate on adventures that will engage the characters in the game. Roleplaying games have always sought some degree or another of immersion, creating a shared imaginary space which the players' characters truly seem to belong to. When events take place in-game that affect the characters on a personal level, players are going to participate more, and with more players participating at higher levels, the better the experience is for everyone involved.

Motivations reward players who actively seek out adventures that will help them fulfill their deepest desires and needs. They allow characters to be the ones to help advance the plot of the game, helping GMs understand what most interests the players. Just like Complications, Motivations help the GM provide better plot hooks for characters. Players tend to become most invested in characters who their GMs show interest in.

This option is ideal for groups that want to develop their PCs into dynamic, fully-realized characters. Games which delve into who the characters are beyond "a PL 10 Striker with Inflict" will find these options extremely helpful.

In play, Motivations allow for a way to distribute Hero Dice to players who "think like the character would think". In adventures which give particular focus to one or more characters' Motivations, players are likely to earn quite a few extra Hero Dice, which allow them to perform even better in pursuit of their deepest goals, and treating them like the stars they likely feel like.

And in games for which Paradigm Shifts are important, players will find the extra Hero

All of this comes together to help provide a richer experience for players who have goals in mind for their characters and GMs seeking to really engage their groups.

Jackelopeking JackelopeKing (talk) 18:36, April 14, 2012 (UTC)

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