Captain Anorak's
Guide to Gaming
Character Purpose
It seems to me, one thing that often makes a crucial difference
between good and bad roleplaying games is whether or not the characters
have purpose. This applies particularly to player characters, but also
in a somewhat different light to NPCs. (See also
Purposeless Monsters).
Many games give player characters a purpose from the start. In
Star Trek, PCs are normally Star Fleet officers who get sent on missions.
In Judge Dredd they are law enforcers who patrol the streets. In
Traveller, most parties of PCs will be the crew of a starship, who do
whatever that starship is doing (be it military, commercial, whatever).
In Vampire, PCs are vampires, facing all the daily challenges that
are particular to the existence of a vampire (sunlight, vampire hunters,
rival vampires, etc.). I haven't played Legend of the Five Rings, but
as I understand it you play servants of the Emperor or of a Lord, who
get sent off to go and do missions.
The genre that most commonly falls down on giving characters purpose is
fantasy, by which I mean swords-and-sorcery (ie. pre-industrial
level of technology, with magic). Original D&D never gave characters
a purpose, but assumed that they would be a 'band of adventurers' who
wandered around the world looking for adventures. This assumption has
been carried on by most fantasy games since, like Dragon Warriors,
Warhammer FRP, and Middle Earth RP.
I think the original idea of D&D was to recreate fantasy novels
and mythic stories, with three particular forms in mind:
The wandering hero: Commonly in fantasy novels, a hero
just wanders through a fantasy land for no stated reason, or for
some conveniently introduced reason that means he has no place to go
(eg. he was exiled). In his wanderings he has divers adventures, gets
set upon by monsters, called upon to rescue princesses, etc. Moorcock
heroes are sometimes wanderers of this kind.
Quests: The PCs either get sent or choose off their own
backs to go and do some mission. For instance, they might hear of some
monster that was terrorising people, and set out to end their suffering.
Beowulf and Lord of the Rings are quest stories.
Treasure hunters: The PCs who would hear of some fabled
treasure and go and try to get it to make themselves rich. Conan
the Barbarian does this kind of thing.
The problem with quests is that they are single missions that
someone gets sent on. They only last for one scenario. Once the
quest is complete, there is no need for the game to continue. As for
treasure-hunting, after a few scenarios the PCs will usually be
pretty rich, so there is no reason for them to continue playing:
their characters in this situation would by inclination probably
retire and either get fat, or put the money into some venture which
they deem worthwhile.
This only leaves wandering as a permanent basis for making a
campaign. The PCs just drift about, and being jolly good sports they
take up any challenge presented to them.
The conclusion I draw from all this is that cheap tacky fantasy
novels such as those described above, like many things that work fine
in fiction, cannot be converted into a roleplaying game that makes much
sense, at least not regularly. If a group of players created a set of
characters who had their own personal reasons for wandering about the
world, that might make for one good campaign, but it's difficult to
do that for every fantasy campaign. But most of the time players
assume that their characters will be wandering adventurers without
ever asking why, without ever even considering what reasons their
characters have for doing this.
One particularly cringeworthy episode was when I joined an AD&D
campaign. This was the first D&D or AD&D I'd ever played. I dropped out
after two sessions because it was so bad. I had been offered to join an
existing campaign, so I thought I'd give it a try. I wasn't really given
any background to work with, just told, 'create a character,' so I did.
I created a Thief. I was supposed to join this party of adventurers, so
I told the GM that I needed a reason why my character would join them. At
this point the character of another player turned to me and said,
'I'll give you 500GP if you join our party.' The GM and the other players
then seemed satisfied that I had got my reason, so the game progressed
without it ever being mentioned again. I soon discovered that these
people were fucking awful roleplayers ('No!' I hear you cry, but I tell
you it's true) so I left them, never to return.
I
find all of this to be a terrible shame, because so much more can
be done with a little thought. When I play any sort of RPG, I like to
have my character do things because he has a reason for doing them.
The idea of playing someone who just takes up whatever mission is
offered by the scenario, for no good reason, fills me with dismay.
I'm not saying that I want GMs to tailor their scenarios to fit my
charcater motivations. Instead, I want to be able tailor my character
motivations to the scenario. This requires that the GM decides why the
PCs should want to do the mission, and then tells the players, and then
the players create characters with those motives.
TYPES OF PLAYER CHARACTER MOTIVATION
Organisation - The PCs are members of an organisation,
which tells them to do certain things. This can mean sending them on
individual missions, or simply giving them a broad operational mandate
which they then carry out on their own initiative. Individual missions
means that at the start of each mission, the PCs are given their
instructions for that particular mission by a superior. This could mean a
single investigation in a police game, for instance. Then in the next
scenario they get new orders for a completely different mision.
A broad operation means that the PCs are given an overall goal, and
then get to plan all the individual missions themselves. For instance,
in my game The King's Men, the PCs were agents of the King
whose mission was to pacify an area with a population of about 3000
people. They reported the District Commissioner, who gave them
information and advice (and on rare occasions, resources as well) to
help them do their job, but really how they approached it was up to them.
They planned their own missions and carried them out on their own
authority.
An advantage of the organisation campaign is that it makes the
PCs responsible to some authority: if they don't do their job
properly, they're disciplined for it. A disadvantage is that it can
allow the PCs too much access to backup from outside. If they can
just call in airstrikes every time they need help, this can take a
lot out of the game. The simple remedy to this is to make the
backup unavailable (either the organisation doesn't have the reseources,
or it's difficult to get the help to where it's needed within the
time-frame of the scenario).
Organisation games could mean that the PCs work for the military,
the police, a crime family, a shipping line, a church, etc.
Freelance - Freelances are people who do a certain type of
job for private clients. The classic example is the private eye.
This means that they're not responsible to an authority that gives them
orders, but they are responsible to their own balance sheets. They have
to complete missions to make a living. They don't have access to a lot
of backup. They are also in a position to be leant on: in a private eye
game, they may get themselves in serious trouble if they upset the
police or any politicians or big crime syndiactes.
Settings for freelance games could include private eyes, smugglers,
or investigative journalists.
Supreme authority - The PCs are the highest authority in
the area where they live. For example, imagine a fantasy land which is
divided into hundreds of little fiefdoms, many comprising only a few
villages. They PCs are the lord of one such fiefdom and the nobelmen
of his household, who are his companions-in-arms and the effectors of his
will. Or they could form an equal council of oligarchs. They have to
deal with any problem that threatens the fiefdom, be it rebellion,
bandits, marauding dragons, or natural disaters.
The problem with such a game is the danger of the GM or players
having to do accountancy, which would be very tedious. If the game
took management of the fiefdom into account in any serious way, then it
would have to have rules for things like agriculture (crops yields
for a certain area of farmland worked by a certain number of men
under different soil and climate conditions), population morale
(what proportion of the population will want to rebel or emigrate under
various conditions of food availability, taxation, conscription, etc.)
and dozens of other factors.
It might be possible to leave all that
out and just have 'mission' scenarios where some clear and present
danger appears and has to be dealt with, but I think that in any such
campaign, statecraft and land management would tend to come up
naturally in the course of play. For instance, if the lord says
'I want to raise some more troops from my peasants,' or 'I want to
repair my castle - I'll have to raise taxes to pay for it,' these
factors become important.
Particularly, if the campaign involves rivalry with neighbouring
fiefdoms, and there is some sort of long-term military conflict between
them, then how those fiefdoms use their economic resources will be of
major importance in determining the overall outcome. So to play this
kind of game, you need a game system that covers managing lands,
armies and societies. Without it you can't really play this type of
campaign.
Personal reasons - The PCs have some reason of their
own which drives them to want to do a mission. For instance, a
friend of the PCs has gone missing and they want to find out
what's happened to him, and save him if he's in trouble. This is
fine for one scenario, but not for a campaign of unrelated
scearios. In a campaign, this quest would have to be the underlying
motivation that drives the whole campaign.
See also:
Yeah, But... My Character Doesn't Give A Shit!
in Critical Miss Issue 6.