Motivation

When I played classic fantasy RPGs in my youth, my heart could never get into a game that I felt reduced my newly-created Player Character to a work-for-hire lug. I’d spend hours on my character’s life and back story, prepping him or her for heroic greatness only to find out from the Game Master that our promised “adventure” was a temp job from some dude in a tavern.

In my opinion, “revenue” is not one of the three R’s of heroic motivation. When adventure games are only about the coins and kills, something special gets lost.

In World vs. Hero, I wrote “Hero creation precedes adventure design for a reason – to enable the World Player to devise conflicts that will draw heroes into the action more meaningfully through personal struggles.” Think about any movie you’ve seen or book you’ve read that featured a truly heroic character. That character wasn’t simply killing bad guys and taking valuables; there was always another dimension to the hero’s mission that was intimately tied to who he or she was. Great storytelling puts much more at stake for heroes – so much more that a person unworthy of the title “hero” would never be able to endure the trials of that adventure.

For a successful treatment of a heroic character, follow the three R’s of heroic motivation: redemption, revenge, and revelation.

In one of our first playtesting sessions of World vs. Hero, we had all three. It all started with this nameless world:
When the Gods of Old had finished creating the First World and the People, they cast the discarded shards of their work into a pocket of the cosmos, giving the remnants no second thought. The shards manifested their own will and formed into a new world that imitated the original by taking the shapes of the dreams and nightmares of the People. In a single cycle of dreams, the shards became at once a wondrous and perilous place of Dominions of the Light and Nightmare Territories. The balance between the two lasted for as long as the People of the First World had hope. However, something has happened to the People; their dreams are darker, their hope more fleeting. The inhabitants of the brightest Dominions feel the darkness rising and know that the Nightmare Territories grow stronger. Now, the world of the shards needs heroes who will be bold and daring, heroes who will reject their existence as the echoes of others and assert their right to live, heroes who will fight against the nightmares until hope returns…
It was a simple concept – heroes facing living nightmares.

That was quickly followed by a few hero types and races, and the Hero Player created three heroes for what we hoped would be a trilogy of game stories.

When I, the World Player, had to create the Adventure Premise, I examined the Hero Profiles carefully and wrote an Adventure Premise that ensured that each hero had a powerful motivation to put his or her life on the line. Here’s the premise:
The boldness of Smoke Eater Lungo Drevv, Bogeyman Lord, rose to new heights when his Bogeyman Machinists parked an extraordinary contraption on the edge of the Jasmine River near the border of Green Hills Dominion. The river, home to water fairies that protect Green Hills, could not be crossed by anyone from the Nightmare Territories without the permission of the fairies, but it seemed that Smoke Eater had a plan. Hiring mercenary Dream Slavers to power his machine, he and a secret ally are poised to invade Green Hills Dominion, though no one of that dominion – not even the Castellan of Green Hills himself – believes such a feat is possible. Should Smoke Eater and his nightmare legions magically find some way to cross that river, the citizens of Green Hills would be massacred or enslaved, and the Nightmares will have gained their greatest advantage against the Light.
So, there’s a premise with a fair bit of intrigue to it, but it’s actually more intriguing than you know. Remember, the heroes were created first, so I took my inspiration from their lives. Now, here’s where that premise really came from:


REDEMPTION

Mudar Zaleel
Human Dream Slaver, Five Tribes Dominion

Mudar has walked the line between the good dreams and the nightmares for most of his adult life. Selling his services as a Dream Slaver, he has worked for both the Dominions and the Territories, never once questioning his self-serving business ethics. Lately, Mudar himself has begun to experience nightmares in his sleep, a rare occurrence among people of the Dominions, and he is suffering. So terrible have these secret nightmares become that Mudar has tested ways to keep himself awake or induce deeper sleep beyond dreaming through the use of poisons. With the cause of his nightmares still unknown, Mudar wonders if his mercenary ways have cursed him with guilt-induced bad dreams, or if his Dream Slaver powers are connecting him with something dark within the land itself.

When we first meet Mudar, he has just come from working for Lungo, though the Hero Player had not originally planned that but accepted it as such. Troubled by his recent issues and Lungo's plans, Mudar begins to walk the road of redemption by helping to stop the Bogeyman Lord's plot against the water fairies and Green Hills. A mature motivation with great developmental potential.


REVENGE

Donnelly Grig
Everkid wanderer

As a boy in the Nightmare Territory of Smoke Eater Lungo Drevv, Donnelly was sold to a forge house by his drunkard father, there to toil in the weapon-making metal works of Lungo’s cruel Bogeyman Machinists. All day and night, Donnelly wished to be saved in any way from the endless hours of hard labor in sweltering temperatures. That wish came true on his 13th birthday when the mysterious Everkid transformation came upon him, and Donnelly was able to teleport himself out of the factory and into a new life. With his transformation into a pointy-eared, eternally-thirteen fey being, Donnelly longs to strike back at the nightmares just as much as he longs to be a part of a real family.

Obviously, Donnelly will get his chance to strike back at the nightmares by targeting the one he hates most, Lungo Drevv. Easy motivation.


REVELATION

Lady Ciara Doran

Human Castellan-in-Training, Green Hills Dominion

Even at a very young age, Ciara showed a strong desire for seeking answers and an impressive aptitude for solving problems. Her father, the Castellan of Green Hills, made sure that Ciara’s skills were nurtured to their fullest by his staff, especially after the death of her mother. Ciara became respected in social circles around the Castellan’s court, but her tomboy nature and intellectual drive left her uninspired by mundane pursuits. Becoming proficient with the Puzzle Staves, Ciara feels ready to earn her future standing as the next Castellan of Green Hills by adventuring into the disputed areas between the Dominions and Territories to solve the mystery of the rising power of nightmares.
 

So, what was the revelation that motivated Ciara? It was one the Hero Player never saw coming - Lungo's secret ally was Ciara's mother, who wasn't dead after all! This threw everything Ciara ever believed about her parents and her life into doubt, and it turned her into our main protagonist.

Though we only ever got through two games of the anticipated trilogy, the stories that we told were truly enthralling. Mudar was gradually becoming a really cool edgy hero; Donnelly killed Lungo at the cost of his own life (we were going to replace him with a past Ally); and Ciara faced her mother more than once, but as yet had not discovered what she was up to. All of the excitement and emotional investment was only possible because the characters had motives befitting of the word "HERO."

- JF