Character Defining Goals
Posted: Tue Jun 25, 2024 9:04 pm
Something every player eventually begins to take a look at, usually around the time surviving becomes a matter of course and not a constant struggle, is that of character defining goals.
These are dreams, aspirations, things you'll spend hundreds of hours of roleplay plotting and maneuvering towards.
But I think the average person can save themselves a lot of heartache and headache by taking some time to consider what these goals might mean within the meta-context of a persistent mud world.
Let's take a look at a few common ideas:
1. Faction Leadership: "I want to be the head of C city/guild/army/association! I'll be the boss, and begin to make major changes in accordance with my own personal spin on things!"
The issue that comes with this one is that we don't actually really want players to be the one in that position. You don't have the time to be doing the paperwork or managing of that position while adventuring around or crafting things, and you don't have a line of communication with all the NPCs you'd theoretically be in charge of.
In the end, change should be a slow process driven by player actions, but as a consequence of them, not directly in the hands of those players.
This isn't to say you can't make this your characters dream regardless, just that it probably won't happen while they're a PC!
2. Philosophical Change: "The church of light is actually a static structure holding back progress in society! Nethrim are misunderstood and necromancy is perfect for civil engineering! Canim are the next step in evolution and the infested are a hive mind of sentient life that just needs to be properly communicated with!"
These things are all fine for a character to have as a personal opinion. Perhaps even fine for them to convince their friends and loved ones of, both player characters and npc. But having these ideas spread as a real belief among the average populace as a character goal is going to be an excercise in frustration because if any of these sorts of ideas were to actually come to pass the overall theme of the game would change in a way that would be impossible to fix, and it wouldn't be CLOK anymore.
3. Invention of Note: "I'll be the first to invent a way to cobble together magic and clockwork! I'll invent a new form of martial arts that mixes sorcery and barehanded combat into a deadly swirl! I'll carve out rifling on the barrel of all the guns in Shadgard to maximize their aim and move us into a new stage of industry!"
This sort of thing runs into similar issues as the previous-a new invention of note has a chance of breaking the status quo, which we ideally want to maintain as much as possible while telling our stories within the bounds of the world provided.
In addition to that, this runs into a secondary problem-everyone wants to be a unique inventor of some amazing new thing, but while they can roleplay out hundreds of hours of effort the real effort is sitting square on the GM's shoulders to both balance and code your new creations, which may never actually happen.
-----
So! What should you do, if you aren't aiming to be a leader of a massive organization, a philosophical revolutionary, an inventor who will reshape the face of technology, magic, and history?
It's a complex question, and depends on your goals. Try to aim for something that allows you to explore the same concepts as stated above in ways that don't send out ripples throughout the game world's status quo, but instead through that of the playerbase!
Want to be a leader of an organization? Make one! Become the new founder of the Undying Tea Party Coalition, and recruit new player characters to join your ranks! You'll be small in scope, but fully able to make decisions and do things, and drive roleplay and engagement as well!
Want to explore interesting philosophical twists on the common beliefs of the lost lands? Why not set up debates! Slap down notes on bulletin boards calling out those who oppose your views, and go into structured arguments against your opposers. No sweeping changes throughout the lost lands, but you can thoroughly test your skills in changing the minds of your fellow players!
Want to invent something brand new? Perhaps look into more artistic means! A book of ideas made and written by yourself and shared to every public and personal library, or a series of songs and poetry written and produced by you that might catch on with other players, or a new form of tests of might and skill that you can use to track who's truly the most grand among your friends!
-----
I don't make this post because I don't want people to avoid 'serious' character concepts and goals, but I do want people to consider less change oriented perspectives on the wide scale. If people disagree, please feel free to explain your perspectives below!
These are dreams, aspirations, things you'll spend hundreds of hours of roleplay plotting and maneuvering towards.
But I think the average person can save themselves a lot of heartache and headache by taking some time to consider what these goals might mean within the meta-context of a persistent mud world.
Let's take a look at a few common ideas:
1. Faction Leadership: "I want to be the head of C city/guild/army/association! I'll be the boss, and begin to make major changes in accordance with my own personal spin on things!"
The issue that comes with this one is that we don't actually really want players to be the one in that position. You don't have the time to be doing the paperwork or managing of that position while adventuring around or crafting things, and you don't have a line of communication with all the NPCs you'd theoretically be in charge of.
In the end, change should be a slow process driven by player actions, but as a consequence of them, not directly in the hands of those players.
This isn't to say you can't make this your characters dream regardless, just that it probably won't happen while they're a PC!
2. Philosophical Change: "The church of light is actually a static structure holding back progress in society! Nethrim are misunderstood and necromancy is perfect for civil engineering! Canim are the next step in evolution and the infested are a hive mind of sentient life that just needs to be properly communicated with!"
These things are all fine for a character to have as a personal opinion. Perhaps even fine for them to convince their friends and loved ones of, both player characters and npc. But having these ideas spread as a real belief among the average populace as a character goal is going to be an excercise in frustration because if any of these sorts of ideas were to actually come to pass the overall theme of the game would change in a way that would be impossible to fix, and it wouldn't be CLOK anymore.
3. Invention of Note: "I'll be the first to invent a way to cobble together magic and clockwork! I'll invent a new form of martial arts that mixes sorcery and barehanded combat into a deadly swirl! I'll carve out rifling on the barrel of all the guns in Shadgard to maximize their aim and move us into a new stage of industry!"
This sort of thing runs into similar issues as the previous-a new invention of note has a chance of breaking the status quo, which we ideally want to maintain as much as possible while telling our stories within the bounds of the world provided.
In addition to that, this runs into a secondary problem-everyone wants to be a unique inventor of some amazing new thing, but while they can roleplay out hundreds of hours of effort the real effort is sitting square on the GM's shoulders to both balance and code your new creations, which may never actually happen.
-----
So! What should you do, if you aren't aiming to be a leader of a massive organization, a philosophical revolutionary, an inventor who will reshape the face of technology, magic, and history?
It's a complex question, and depends on your goals. Try to aim for something that allows you to explore the same concepts as stated above in ways that don't send out ripples throughout the game world's status quo, but instead through that of the playerbase!
Want to be a leader of an organization? Make one! Become the new founder of the Undying Tea Party Coalition, and recruit new player characters to join your ranks! You'll be small in scope, but fully able to make decisions and do things, and drive roleplay and engagement as well!
Want to explore interesting philosophical twists on the common beliefs of the lost lands? Why not set up debates! Slap down notes on bulletin boards calling out those who oppose your views, and go into structured arguments against your opposers. No sweeping changes throughout the lost lands, but you can thoroughly test your skills in changing the minds of your fellow players!
Want to invent something brand new? Perhaps look into more artistic means! A book of ideas made and written by yourself and shared to every public and personal library, or a series of songs and poetry written and produced by you that might catch on with other players, or a new form of tests of might and skill that you can use to track who's truly the most grand among your friends!
-----
I don't make this post because I don't want people to avoid 'serious' character concepts and goals, but I do want people to consider less change oriented perspectives on the wide scale. If people disagree, please feel free to explain your perspectives below!