Every
time I start a D&D game, I ask for some goals related to the characters involved.
Sometimes I get some. Sometimes I get a lot. D&D doesn't include a lot of character development in the process, like Burning Wheel or Spirit of the Century do, so I think it's important to add that in. For the next couple of weeks, I'm going to talk about goals for players in D&D and D&Desque games explicitly, what kinds there are, why they matter, and some of the goals which fall short of that kind of game.
What Kinds of Goals Are There?
There are
three kinds of goals, which subdivide into two categories. There are Character
Goals, which decide the direction of your character. Game Goals, which
influence the direction of the game, and Metagame Goals, which decide the
direction of metagame elements, such as class levels or feats. These can be
further divided into short term and long term goals, which seem
self-explanatory.
For
example, if Claude Monet (all examples will include 19th century French
Impressionists or excessive alliteration) has just returned from a late night
screening of the Two Towers, and decides that he wants to make a character like
Gimli, that's his metagame goal. He makes a Dwarf Warblade, and takes the Power
Attack feat in order to accomplish this goal. Furthermore, he decides on a game
goal, which is that his character, le Gimli, wishes to restore the fallen
kingdom of the dwarves to its former greatness. This will influence what he
does, and says things about where he wants to go. As well, he has a character
goal, which is to continually kill more orcs than Renoir's character, le
Legolas.
The point
of the differences is that they have different scopes, and govern different
elements of both the character and the game. It's important to note that every
game has at least some of these. At the very least, a game has metagame
conditions, like conquering the map (Risk) or running out of cards (Crazy
Eights).
Why Goals Are Important
As a player, goals
tell the GM what you want, and more importantly, they help you to shape the story.
A character who aspires to things will pursue those things, and more
importantly, the player will buy into stories or adventures that involve those
things. And let's face it, characters without goals are as boring as people
without goals. Even if someone's goal is "Get as much stuff for as little
work as possible", that's a goal. Even "Do nothing" is a goal.
Neither of them are particularly good goals for adventurers, but we'll get to
why some goals rise above others a little later. But ideally, every story will
be shaped by your goals, because if the character can't answer the question "Why am
I with these people doing this thing?" at any given point, something is
off. But why do each of the different
kinds of goals matter?
Metagame
Goals: These goals are the goals by which the character and the player's playstyle are
shaped, and their fulfillment is essential for the accomplishment of the other
kinds of goals. Once in place, they establish criteria on which further choices
can be judged, such as le Gimli's resemblance to Gimli. Monet can make le Gimli
an Elf Bard, but in doing so he is failing to make a character with a
resemblance to Gimli, which means he either needs to revise his character or
revise his goal. Being an Elf Bard could inhibit his game and character goals
as well, but mustn't necessarily.
Game
Goals: These are the most complicated kind, but also one of those most
important. A game goal nudges the whole game in a direction, rather than just
your character or your build. If le Gimli's game goal is as stated, then he
will pursue various avenues toward bringing about the ascension of the dwarves.
Moreover, if presented with an avenue, he will be expected to take it, because
it's part of his stated goal (though there could be other, more powerful
reasons, such as character goals or competing game goals. If le Gimli is Lawful
Good, and a Pit Fiend offers to assist him for the mere price of the lives of a
dozen innocents, he might refuse on the grounds that it would compromise his
character goal not to be a villain). Game goals are the only goals which one
hundred percent of the time require the interaction of everyone involved in the
game, but we'll get to that later.
Character
Goals: Character goals are likely the most familiar kind, and what they allow
for is immediate motivation. Alignment is a character goal (a series of them,
really) that states that you would like your character to behave in certain
ways. Having character goals helps the GM understand the character to better
work them into the story, and they provide motivation for the player to take
control of the story in their pursuit. Just like in real life, people are more
inclined to go toward something they want as opposed to something they're
generally ambivalent about.
Why Your Character Doesn't Matter
My tragic past is--AAAAAAAAAAAGH! |
Next week we'll talk about why certain goals aren't constructive for D&D and other co-operative games, and what to do when they arise, as well as how players can set their own win conditions for these kinds of games.
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