Although I have several
more characters that are theoretically still ongoing (most notably
the ones from an occasional Rolemaster campaign that has been going
for decades) I currently have two player characters that I would
consider 'active'.
The older of the two is
a character from my weekly local LARP system. He was created in
response to a change of working hours that reduced the amount of time
I could commit. After both of my previous PCs ended their arcs by
assuming the throne of a country, I needed a character less prone to
machinations and pre-planning.
Isadil is an elven
warrior who worships of the goddess of honour. After centuries of
training, he left the safety of the elven homeland to battle the
forces of evil and defend the innocent. He has gained a degree of
prominence over the years solely due to the relentless rise of his
martial prowess and his conspicuously upright and noble behaviour (to
the point that a Pit-tainted priestess of the god of murder once sent
him a written apology after stabbing him).
Isadil in action
My other current PC is
is from a Pathfinder static campaign. Due to the joys of being in my
30s, she was also designed with an eye on limited availability
because of work. Trill Tannika is actually the dissociated alter of
my wife's character Riell. The idea was that whichever of us was able
to make the session could take charge of our shared character,
without any discrepancies in characterisation and knowledge
detracting from the game. Trill was the only one of the pair that
began play with an IC awareness of the reason for their 'memory
lapses'.
Terrified that Riell
would attempt to find a 'cure' if she was exposed, Trill engaged in a
desperate campaign of deception and secrecy whilst ruthlessly
protecting them both from anything she considered a threat. Her
ambition was to settle in a city large enough to form a different
social circle. Trill was outed when Riell began to receive training
in magic (which Trill has no talent for) forcing the pair to try and
become good head-mates. Riell's mentor is currently working on a
ritual to Reincarnate them into separate bodies, since we've both
been able to attend more sessions than expected.
Trill (via Skyrim)
I enjoy playing both of
these characters, but I definitely enjoy Trill more and spend far
more time thinking ahead to my next session as her. The reason is
pretty obvious on reflection – Trill has a far more dynamic
character arc with a wider variety of objectives. This prompted me to
start thinking about the different kinds of motivations and goals
I've built into my characters and I decided to share what I came up
with here.
Aggressive Goals
Aggressive
goals are specific objectives that your character wants to go out and
achieve. They are milestones that can be definitely completed in one
fashion or another. Most games are built around a particular
aggressive goal supplied to the party by the GM – if the PCs don't
stop the villain from doing a particular bad thing, both they and the
world will suffer the consequences. Adding additional aggressive
goals to your PC provides a sense of what they wanted out of life
before they got caught on the plot hook. They also exert additional
influences upon the PC's decision-making, producing a more
distinctive character.
It
is important to share these goals with your GM. They can then weave
opportunities to complete them into the narrative, greatly enriching
it and making your character feel less interchangeable with other
possible PCs. In role-playing terms the 'main quest' of The Princess
Bride is to stop the evil Prince Humperdinck starting a war via
murder. The fact that his sidekick/lover is the object of Inigo's 20
year revenge quest is pure coincidence – but imagine how much less
fun the story would be if Rugen was in another castle. Imagine if
Westley was just a wandering rogue who decided to save a pair of
perfect breasts, rather than a doggedly returning true love.
The
downside of aggressive goals is that they can only pay off if they
compliment the GM's main plot rather than conflicting with it.
Players work with the GM to create appropriate characters for their
campaign, but the GM won't necessarily wish to reveal surprise
details ahead of time. The meet premise for our Pathfinder party was
that we were all on a ship bound for a large city – so I created
Trill to have urban ambitions. After almost 2 Acts of rural and
wilderness adventures aimed at thwarting the plans of an evil Druid,
she has gained an exasperated loathing of the outdoors that almost
rivals her enmity for the villain.
Defensive Goals
In
contrast to aggressive goals, defensive goals are specific things
that your character wants to protect from change. The nature of early
D&D has given rise to the concept of the 'murder hobo' – a
person without family, employment or home and with no assets save the
military-grade arms and armour that they carry. Such a person fears
nothing except mutilation and death and has nothing else to do but
follow the call to adventure. Although such characters are very
convenient for play purposes, they don't have any roots within the
game world they inhabit.
Most
real people have someone or something they would care about losing.
They possess some form of role or status that they would like to
maintain. By adding these things to your character you create
additional motivations that add depth to your play. You also
contribute directly to the setting by adding NPCs, locations and
groups via your backstory.
The
GM can threaten your defensive goals to provide you with personal
plot and focused play. Giving your character something they care
about beyond their own skin opens up a wealth of dramatic
opportunities that most GMs will be eager to capitalise on.
Conversely, an unmolested defensive goal feels like a success for
your character because they got through the whole plot without losing
what they cared about – whereas an untouched aggressive goal is
just a set up that went nowhere.
The
problem with defensive goals is that the best way to fulfil them is
often to avoid action. If the stakes of the main quest do not
directly threaten their defensive goals, a PC built around them may
be disinclined to take the risk of getting involved. A heavily
defensive PC requires more work from the GM and may be left behind if
there isn't time for it. I typically find such characters a good fit
for horror games where the peril reliably comes to you. The place you
really don't want them is in a sandbox game with player led plot –
such a character will spend most of the campaign simply digging a
deeper moat around their own sandcastle.
Permanent Goals
Permanent
goals are objectives that cannot be definitively resolved over the
course of the campaign due to their scope or vagueness. As such they
will always guide your actions. Trill can definitively achieve an
aggressive goal by getting her own body – or fail a defensive one
by seeing her separated sister die. Conversely, saving the world last
year by killing the Pit Emperor had no effect on Isadil's commitment
to fighting evil and protecting the innocent. Win or lose there is
always another fight around the corner.
Permanent
goals are the vital core of PCs in one shots or short campaigns. Your
character needs to hit the ground running and there will be little
time to explore personal side quests. Many games require all members
of the player party to be part of the same organisation so that they
all have an ongoing commitment to the same agenda. Unless the
campaign goes beyond the battle of Endor, helping the Alliance defeat
the Empire is a permanent goal in a typical Star Wars game.
The
problem with permanent goals is that they don't allow for much of an
actual character arc. If your character has already made the
commitment to them before play begins and can never complete them
during play, the only possible development is to revise or abandon
the goal. Since the original goal is often the reason your character
is involved in the story in the first place, this might cause their
identity to collapse and their logical next action to be leaving.
This means that a character ruled by permanent goals will eventually
start to feel stale as you are basically repeating the same story
beats over and over again.
It
is worth noting that your PC's flaws are often a great source of
permanent goals. A character who wants to become rich may eventually
fulfil this goal by all reasonable estimates, but one who is greedy
will always be up for chasing another bag of loot. A PC who wants to
win the war may see their dreams realised, but for a character
motivated by hatred of the enemy the war may never be over. Even a
serial killer's compulsions or a vampire's hunger can be seen as
permanent goals of a sort.
The
power fantasy element of RPGs means that players often find flaws to
be an unwelcome intrusion. Once you learn to lean into them, however,
flaws can provide you with a great deal of play. I've got a lot
mileage out of Trill's Paranoia Drawback, such as the time I accused
a Paladin of being secretly in league with the Lich we'd just killed
(it actually made sense in context). If you do ever manage to
'abandon' a flaw-based permanent goal, it will be a victory rather
than a collapse.
The
Perils of Secrets
It
is worth giving special mention to the use of secret character goals.
It is often tempting to put some some secret agenda into your
character's backstory, in order to lay the ground-work for some
dramatic reveals later on.
Some
secrets take the form of aggressive goals – a hidden agenda or
secret mission that your PC keeps from the rest of the party.
Although these can be fun, designing your personal plot to exclude
the other characters won't help it to see play. At best, you will be
repeatedly splitting the party as you slip off to advance your
scheme.
A
more serious problem is that a secret of this kind is usually
withheld because it does not suit the common interests of the other
PCs. Although the risk of character death if you are revealed can be
a thrill, the destruction you wreak if you succeed will only please
you. Suddenly orchestrating a party wipe after months of patient
treachery will be the perfect ending for your game, but will only
satisfy the other players if they were racing to do the same thing.
Save these kind of secrets for games involving vampires, Sith or
Westerosi nobility.
The
majority of secrets are simply defensive goals. You begin play with
the information hidden and your PC wants it to remain so. The issue
here is that the secret can only produce real play if it is revealed
– placing your IC and OOC aims in direct conflict. Not only must
you 'play to lose' for this to work, but ultimately it is up to the
other people at the table to advance your plot for you.
This
is especially problematic if the reveal is vital to the overall
continuation of your character's story. It can be very frustrating
waiting for players and GM alike to act upon your carefully placed
clues. Due to the unplanned departure of several starting characters
and the late introduction of new ones, I had been playing Trill for
over a year by the time she introduced herself to the rest of the
party. Although this makes for an interesting anecdote in hindsight
it was a very long road at the time.
The
best secrets are probably ones that your PC will choose to reveal for
themselves once the party has earned their full trust. My wife's
character in a Dragon Age campaign I ran was an escaped slave who had
slit the throat of a Magister. She eventually told the others why
they kept getting attacked by blood mages, but not until after they
had evolved from a gang of adventurers into a tight-knit squad of
Grey Wardens.
Happily Ever After?
If
all goes well your PC will gradually complete their starting
aggressive goals during the campaign. In some cases these goals don't
require any further attention afterwards – the guy you killed is
dead and unless you have reason to fear discovery of your deed you
can simply leave it behind. This can leave your character lacking
direction both IC and OOC. Fortunately all you have to do is find new
goals to strive for, such as learning piracy in the case of Inigo.
In
other cases your achievement will afterwards require guarding. Having
secured wealth, love or power your PC will normally want to keep on
enjoying these things for the rest of their life. This effectively
transforms your aggressive goals into defensive goals. If you don't
consciously recognise that fact you might find that your character
seems to have grown stale.
It
is sometimes possible to use your accomplishments as springboards for
grander goals. Games like Adventurer Conqueror King are deliberately
designed to chart the party's ascension to larger-scale objectives
over time. Other games are fixed at a particular scale – neither of
my old LARP characters have been suitable for regular play since they
ascended to their thrones because nation ruling isn't really
supported by that game. One makes a cameo every so often because I
enjoy the persona too much, but the other has long been officially
retired.
Even
if it possible to reach further, you might simply not want to. Most
players want happy endings for their characters because they identify
with them and it feels like a gameplay victory. If all of their
dreams have come true, you may find yourself fighting to preserve
them in that perfect frozen moment. In these cases, the best way to
accomplish that end is usually to step back from the relentless flow
of events that surround active characters by retiring them.
Of
course, not all characters need to be built for a happy ending. Some
can be reckless or over-ambitious enough to be almost certainly
doomed, or evil enough that you frankly want them to end badly. If
your Star Wars character has the aggressive goal of 'kill Darth
Vader' your true OOC goal is probably to 'get a cool death scene
fighting Darth Vader'.
It
can be very liberating to play a character like this. You are freed
from the normal long-term considerations to run with decisions you'd
never normally take. The important thing is to make someone you have
fun playing as long as they last. Like the reveal of a secret, the
death of your PC is largely in the hands of the other people at the
table. If you spend every session wishing for your villain to get
their Karma you will rapidly get frustrated as their wretched life
drags on.
Keep It Simple!
From
what I've said so far, it would be possible to get the impression
that more goals are always better. They add play opportunities to
your character and depth to both the PC and their world. However,
that world is at heart the creation of the GM. Your side quests are
just that - they should not overwhelm the main quest even if you
personally get more fun out of them. Flooding the GM with too much
content will result in much of it going unused – or cause less
prolific players to get neglected if the GM is too indulgent.
There
is a writing trick where you ask yourself if the events of the text
are the most interesting part of your protagonist's story. If they
are not, you ask yourself why you aren't telling the more interesting
parts instead. Your PC is the protagonist of the game from your point
of view – as such, you should normally build them so that the
upcoming campaign is the most interesting part of their life so far.
Since you don't know in advance how exciting or large-scale the plot
will be it is worth erring on the side of caution. You don't normally
want to be playing a character who is too jaded to be engaged by the
key events of the story.
The Fate of Firefly
Once
you have established your character's goals and begun to play, the
pace of an RPG campaign means that it will be months or even years
before your preparations fully pay off. As I have said before in my article for GMs, many campaigns come to an unplanned demise long
before their plots are fully resolved.
It
is normally impossible to truly continue your character's adventure
in a future game. If the campaign folded almost immediately you can
simply wait for someone else to run the same system and setting –
which might itself be a long wait. In other cases your PC will have
an essentially random amount of advancement that will be unsuitable
for starting characters in the next campaign. More importantly, they
will have far too much background as a result of prior play – few
GMs are able or willing to import the entire canon of another GM into
their new game, especially if you would be the only source of
information regarding it.
Every
experienced player has unfinished campaigns that they mourn.
Investing in your characters this way will increase those
frustrations which is worth being aware of. Yet the rewards when
things go well are more than worth it. The best campaigns don't just
have great plots and skilled GMs, they have memorable and complex
characters too. Providing those is the job of the player group –
and the most memorable one for you will be the one that you bring to
the table.