tag:blogger.com,1999:blog-615826467198003068.post5864887418602213426..comments2024-03-27T14:19:47.931+00:00Comments on BASTIONLAND: Objective DifferentiationChris McDowallhttp://www.blogger.com/profile/11717684225248546716noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-615826467198003068.post-9519569098955524582021-12-14T23:31:44.170+00:002021-12-14T23:31:44.170+00:00In Macchiato Monsters, characters level up by achi...In Macchiato Monsters, characters level up by achieving group goals. I added personal goals as an afterthought, but they proved popular (and fum) in playtest sessions so I kept them. Making sure these goals aren't too easy to reach or too conflicting is always something I have to pay attention to. Looking forward to your next post :)Eric Nieudanhttps://www.blogger.com/profile/07663906394653460662noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-61768921296615325082021-12-08T20:45:30.183+00:002021-12-08T20:45:30.183+00:00I've been experimenting with something similar...I've been experimenting with something similar to this as well. Though rather than giving a character goals, I instead gave all factions goals and made all characters initially a member of a faction. This way they can choose to stick to these goals, or (if they deem one or more of them to be wrong is some way) actively obstruct them, or just ignore them all together. Yet to play test it, but I at least like the idea of it.Panic Pillowhttps://www.blogger.com/profile/12961979853029498124noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-42868114829928578972021-12-08T19:50:01.504+00:002021-12-08T19:50:01.504+00:00I'm working on something similar for a tactics...I'm working on something similar for a tactics game. Right now I've got some pretty generic goals randomly assigned at character creation that can fit any background (revenge, a cure for a loved one, knowledge about a certain subject, etc.) as well as background-specific goals. These all have varying rewards, but the biggest benefit is that it unlocks a specific character advancement - totally optional, but well worth the time needed to complete.<br /><br />All that to say, you can still have a random background table (which is awesome), just one that's generated by the character's role and backgroundMatthttps://www.blogger.com/profile/06233007473410191017noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-4990279932411313852021-12-08T08:24:38.663+00:002021-12-08T08:24:38.663+00:00If you're not familiar with the idea of "...If you're not familiar with the idea of "Keys" (originally from _The Shadow of Yesterday_, most famously implemented in a rather lighter form in the free _Lady Blackbird_), then it's worth checking them out! The design paradigm seems highly relevant to your project here.Stephen Phttps://www.blogger.com/profile/10910895091122588614noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-82741396390114513392021-12-07T20:26:36.552+00:002021-12-07T20:26:36.552+00:00So a certain character might have Another Trophy f...So a certain character might have Another Trophy for the Wall, as a goal, while their comrade has What Was yours is Mine or Finally a Worthy Foe, our Battle will be Legendary, as a goal, but they both have the Spread My Game or Repay the Debt as a common goal. isaacbenjaminhttps://www.blogger.com/profile/00473497879119919285noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-18064444987364002922021-12-07T16:17:47.107+00:002021-12-07T16:17:47.107+00:00I was just reading through WFRP 4e and they'v...I was just reading through WFRP 4e and they've got something similar in their short-term and long-term ambitions for the individuals and the party ambitions for the group. Although with that system it's tied directly into advancement as achieving your ambitions provides XP.daolothhttps://www.blogger.com/profile/12471775117378028663noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-90549600089512980262021-12-07T12:27:36.311+00:002021-12-07T12:27:36.311+00:00This puts me in mind of something Brendan S wrote ...This puts me in mind of something Brendan S wrote (I think it was on a Dark Sun inspired post) that character backgrounds and advancement mechanics are two halves of the same idea. In light if this post I'd gloss that as: backgrounds and goals are two ways to give a player a sense of what to do now to make it feel like the character has a life that stretches beyond the brief window that they are "onscreen,"wazbarhttps://www.blogger.com/profile/06559452405856000251noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-84999060283610877182021-12-07T11:49:30.575+00:002021-12-07T11:49:30.575+00:00Not only does this provide Character differentiati...Not only does this provide Character differentiation, but it allows the Party to proactively drive the direction of the Adventure, rather than merely reacting to plot hooks dangled in front of them by the Game Master. If Character design is - at least party - defined by an Aspiration ( long term goal: find the 6 fingered man and avenge my Father ) and Goals ( short term, derived from Aspiration: follow up on a lead and infiltrate the court of Prince Humperdinck ) then personal goals are simple to generate. The aforementioned external plot hooks drive the communal Party goals. As for rewards - don't forget that anything the advances the abilities of the Party in the World is - de facto - Character/Party advancement. Rewards can be completely diegetic - money, Gear, Contacts, Reputation(s), etc. - without needing to be systematic.Unknownhttps://www.blogger.com/profile/17668232711028659708noreply@blogger.com