Motivation part 2

Motivating characters

So, in the last post, I went on at some length about how you might be able to motivate players in your game, focusing mainly on what you do between sessions to get them excited to come back and do it all again. There were also times, I decided, when you shouldn’t overdo it, when you should just let people be.

When you do get them to the table, though, your work ain’t over. Obviously, I’m talking to the GMs out there, but this goes for players too. Because now it’s time to figure out why your character is out there smashing skulls or investigating murders or trying not to be sacrificed by some bloodthirsty, cthonic cult or whatever their weird job is.

Seems like an easy answer, doesn’t it? But it’s not. Your character’s motivation is a strange, ephemeral thing that you need to keep in your mind at almost all times to figure out what they are going to do in any given situation. You can keep your alignment, in my humble opinion. Alignment is such an archaic and ill-defined concept, it barely even begins to answer any of the questions raised by the “character” aspect of the sheet. It can be manipulated to mean almost anything. So it doesn’t really help to direct you when you are trying to decide whether you should back the werewolves or the elves (Dragon Age: Origins fans, yo!)

New characters

Games have all sorts of ways to help you figure out what your character’s motivation is going to be. At the creation stage you are picking things like backgrounds, bonds, ideals and flaws if you’re playing 5e, your drive, problem and pride if you’re playing Tales from the Loop, your Calling if you’re playing Heart. The game is usually trying to help you out. Sometimes it doesn’t have to do any more than describe your race and class, in fact. That’s often enough to set a player’s imagination alight. Before you know it, your dwarven barbarian has figured out that her driving force is a desire to put as much space between herself and the darkspawn riddled Deep Roads (I’ve been replaying Dragon Age: Origins recently, ok?) as she can, and to have fun doing it. Of course this motivation is likely to change many times during play, but if Bianca remembers that she never wants to set foot in the Deep Roads again from that moment on, all of her decisions are likely to be coloured by it, especially when she finally faces her fears and delves back down to Orzammar and the lost Thaigs to help out her party-mates in their quest to track down the origin of the darkspawn outbreak in the Korcari Wilds.

Here’s a question though. How much influence should the GM have on a player-character’s motivation. Well, like most things PC-related, I would say that there is a conversation to be had. This is often something I forget to do with my players at character creation to be honest. Especially in games where motivations are less well defined or less tied to the plot. In fact, I have received feedback in the past that I should be more willing to guide players in their choices of class in case they choose something inappropriate for the campaign, never mind motivations! But basically, what I’m trying to say is that you should always talk about it, especially if a player is interested in talking about it.

I messed this up recently and definitely reduced at least one player’s enjoyment of the first session of a new game as a result. Motivation is important! It colours everything so you should always be available to talk about what a character is doing this stuff for? Why would they want to? It’s not that they player is being awkward or a prima donna or making the game about them, they just want to feel a connection to the game through their character and they need a reason for that. Help them out, eh?

In gameplay

As I mentioned before, character motivations can change during the course of play. In fact, I would go so far as to say that if they don’t the game there is probably not much going on in it. Most sessions it is a good idea to make their most immediate motivation become “I don’t want to die!” At least once.

But this goes for long-term motivations as well. I think it is absolutely possible to retain your character’s initial motivation of “never wanting to go bak to the Deep Roads again,” while subverting that, undermining it, overcoming it. Maybe, once Bianca follows her companions back into the Deep Roads, she realises that, without here, they would have died down there, that actually, her Deep Roads survival skills are valuable and that she should help others by teaching them. I think GMs should be prepared for these shifts but players, equally, should be ready to make changes like this to their characters. Turn it on its head, fail forward if that’s what happens in the game. Push your character to do what is explicitly against their motivations sometimes and see what happens to them and the game as a result. Do the unexpected!

Heart

It always comes back to Heart these days it seems. Well, that’s because it has these great little systems built into it. The granddaddy of these systems is the Character Callings. You have a handful of them. Not too many to choose from: Adventure, Forced, Heartsong, Enlightenment and Penitent. They speak for themselves really, except maybe for Heartsong, which is the weird one that wants your weird character to follow the weird as deep as it will go into the weird subterranean other-world until you find some insight into the weirdness that’ll probably kill you or transform you beyond all recognition.

Essentially these are all the motivations your character might need in Heart. Their descriptions spell out the kind of thing in keeping with the theme of the Calling, that might have led you to delve into the red, wet Heaven. It also gives you a fun ability to reward you for choosing it, a few questions to answer to help you flesh out your character and focus you on the type of adventure/enlightenment/penitence etc you are espousing, and most usefully, both for the player and the GM, an absolute raft-load of beats, narrative or mechanical milestones you want your character to hit as your delves go on. The beat system is so useful for building a session and a story at the table together. It is particularly fun when one PC’s beat synergises with another PC’s completely separate beat or when the object of the beat comes up organically in play, without the GM being aware that it’s happening. It is motivation given mechanical and narrative form and I love it.

Seriously, go check out Heart if you haven’t already. It’s a good game. And it’s fun and gross.

That’s me for now. My motivation to write has ebbed and waned. It’s you time now. How do you like to motivate your players and characters?

Motivation Part 1

Player vs character

Are you always wanting to play an RPG? I’m not. I mean, I like them, I write about them, I talk about them and post about them on social media, but do I always want to play them? No, of course not. Sometimes I’d prefer to be cooking, or walking or reading. Sometimes I’d rather be doing literally anything else.

So, how do we ever end up getting everybody to the table all at the same time? When at least one of the players in your group who isn’t busy or sick or traveling is probably just not feeling it that night? Oof…

And when you do get them all there to your table and you have this great idea for an adventure, a couple of hooks to get the PCs to take interest and some of the smartest, most memorable NPCs they are ever likely to meet in store for them, how do you make sure that they take the bait and go the way you are hoping they will? How do you ensure that the motivations of the PCs align with the goals of the adventure?

OK, so these are two different problems, really. The first suggests that the players may not want to be playing at all, and the second suggests that they want to play, they just can’t see their characters doing what you hoped they would. Still, we are going to discuss both because that is the central conceit of this short series of posts.

Player motivation

Open door

This is so tricky that, I am tempted to say, don’t try to tackle it at all. I mean, if you don’t want to be at a party and someone drags you along to it anyway, there are only two potential outcomes, really. Either you do that thing that your mum always said, i.e. enjoy it once you get there, or you will have a terrible time, confirm your own biases and bring down the average vibe score of the entire occasion just enough that you feel even worse about it and leave early.

An RPG session is not likely to be this drastic. In most cases, if you are not feeling it, you probably just don’t contribute as much as usual. Of course, the other players will notice this and maybe try to draw you into it a bit more or make more allowances for you than you really want. After all, you are probably happy being a bit quieter that day.

This is one of the reasons I appreciate one of the Open Hearth community’s policies. The Open Door policy says that you can drop out at any time from any session without the need to explain or excuse yourself. They only ask that you let the game facilitator know that you won’t be there or, if it’s mid-session, that you won’t be coming back. I think this policy is more to account for unforeseen life shit but it works equally well for those who are just not feeling it that day. And let’s be clear, mental health has to be a priority too. Some of us struggle with mental health issues of all stripes and on days where those issues flare up or are particularly serious, you have to take care of yourself first. I, myself, have struggled more with physical ailments a lot, in the last couple of years post-Covid and I have had to take advantage of the Open Door more than once, and was always grateful when, upon my return, that no-one had any blame to dish out for my not being there or any guilt to trip me with.

I guess, what this comes down to for me is, if you are not feeling it on a particular day, don’t do it! Go do the thing you really want to do instead or just curl up in the foetal position on the couch with a steady stream of rom-coms and popcorn being fed intravenously into you. You don’t need to make any excuses. You don’t even have to provide an explanation. In fact, I don’t think you should. After all, it’s just a game. We should all treat it as such.

Hype

All of that being said, I don’t think it’s impossible to hype people up to play the next session of a game. We do this in lots of ways, don’t we? In our Tables and Tales community we use the discord chat to chat about what happened in the last session, dissect the events, talk shit about the NPCs behind their backs, develop plans and share stupid memes and puns. I love this sort of inter-session banter. It definitely makes me excited to play the next session and, if I’m the GM, it often gives me ideas for stupid bits to introduce into the game itself, just for laughs or tears.

Homework

Our DM in An Unexpected Wedding Invitation 5E game likes to give us homework! She has asked us to do things like:

  • have a conversation with another player, in character, in DMs, that you haven’t had much interaction with yet
  • provide feedback privately to her that you wouldn’t in front of the whole group
  • discuss our theories about what is going on in the plot.

This has made the discord chat really entertaining and makes me want to get back to the table to keep going.

World-building on discord

Another GM, this time from Blades in the Dark, went above and beyond. He would not only write up a summary of the events of each session in an entertaining and enjoyable narrative style, but he would also compose entire articles from the Duskwall Observer, the city’s Newspaper of record, letting us know about the happenings in the rest of the city both in the heights of the ruling classes and the depths of the crime-ridden underworld. On top of all that, he would come up with new rumours after every session so that we had something to work with when planning with our own scores and downtime activities. Truly herculean efforts there, and they certainly made me excited to meet up with the rest of my crew every Friday evening and start inhabiting the, very much living, city that he so adroitly created under our feet.

I’m afraid this is not an area that I excel at as a GM. The most I am likely to do in between sessions is ask if people are free to come on the usual evening or share a social media post that seemed summed up a character or event from the game. There are definitely techniques I can learn from my learned GMs. Maybe I should start handing out homework too!

Tune in to the next post in a couple of days if you’re interested in character motivation within the game.

Meanwhile, is there anything you do to motivate your fellow players in between sessions or even before the first one? Let me know in the comments so I can steal your ideas!