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Character goals

Started by SDragon, January 19, 2009, 12:21:50 AM

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SDragon

Okay, I'm trying to work out something that, I think, is a crucial, yet underrated and under appreciated aspect of writing: character goals. What drives your characters to do what they do?

There are several different categories that goals could possibly fit into, but there's two (possibly related?) dichotomies that I'd like to arbitrarily propose, as a means of sorting goals. They are Finite vs. Infinite, and abstract vs. Concrete. Keep in mind that, as with most dichotomies, these are not purely black and white issues, but sliding scales with shades of gray. A brief summary of all four of the categories follow:

Infinite Goals[/u]

Infinite Goals, are, simply put, goals that continue, no matter what one does to achieve them. To become a better musician might be an infinite goal; no matter how much you practice, no matter how much experience you gain, there is still always the possibility of becoming a better musician.  These goals are generally good for adding more depth to a character on a conceptual level. While they do affect decisions and actions made by a character, they're likely not what your character would actively consider when making most actions.

Finite Goals[/u]

Enter the Finite Goal. These are goals that, in theory, are obtainable. Whether or not a specific character is capable of obtaining the goal is another issue; if Romeo had wished to have a child with Juliet, it would still be a Finite Goal, despite the fact that they were both destined to death before they could achieve it.

Finite Goals are almost omnipresent, as they can be infinitesimally broken down into even more Finite Goals: if my goal is to satisfy my hunger (finite), then I should attempt the goal of finding food (finite), which should be attempted with the goal of getting to the fridge (finite), which involves the goal of going in the kitchen, etc, etc. Needless to say, it's usually much more reasonable to state longer-termed Finite Goals as-is, then to break then down into a Goldbergian chain. That said, the fact that goals can be broken down in such a manner do help demonstrate their importance; ultimately, goals, in one form or another, dictate what a character does.

Abstract Goals[/u]

Abstract Goals, although part of a separate dichotomy, could possibly be seen as being related to Infinite Goals. These are goals that aren't easily observable, and usually involve ideals such as love, justice, or individualism. A prime example of an Abstract Goal would be to "be good".

Oftentimes, Abstract Goals are also Infinite, and like Infinite Goals, they are good for adding depth to a character at a conceptual level. However, this does not mean that Abstract Goals are the same thing as Infinite Goals. Finding "True Love" would be an example of a finite Abstract Goal. While "True Love" is an abstract concept, finding it is still achievable.

Concrete Goals[/u]

Concrete Goals are easily observable, and easily definable. These oftentimes involve more material things, such as objects, or people. Getting a kiss from Suzie, for example, would be a Concrete Goal. The more specific the goal gets, the more concrete it is; getting a kiss from Suzie right when the two of you reach the top of the ferris wheel at the fair next week would be even more concrete then the previous example.

Concrete Goals have a relationship with Finite Goals that seems similar to the relationship between Abstract Goals and infinite Goals. Concrete Goals are often Finite Goals, and like Finite Goals, they are better suited for defining a character's actions. However, just as Abstract Goals are not the same as Infinite Goals, Concrete Goals are not the same as Finite Goals. While becoming a better musician may be a relatively abstract Infinite Goal, becoming a better European-influenced jazz lead guitarist is much more concrete, while still as infinite.



So, I want to know, what do you use for character goals? Go ahead, ask your characters (metaphorically speaking!) what they get out of the things they do. What do they tell you (again, metaphorically!)? Do you use any sort of system to help you think up character goals? If so, how do you come up with ideas? I'd love to hear!
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Before you accept advice from this post, remember that the poster has 0 ranks in knowledge (the hell I'm talking about)

Nomadic

I have never actually thought things through. My mindset is just, what would my character do in this situation. Sure there are goals, but I don't plan them out. I suppose I am too spontaneous.

limetom

I stumbled onto character goals fairly recently and have had pretty decent success with them.  It really gives character an extra bit of depth of their own, as well as distance from yourself, that makes them seem "real".

Generally, I break it down into these categories:
    *Long-Term Goals
    *Short-Term Goals
    *Secret Goals (can be either long-term or short-term)
Depending on where you're planning on using the character (i.e. in a piece of flash fiction, as an RPG character, in a novel), the amount of goals can change.  Generally, for flash fiction, one of each is good.  For a character you'd like to keep around for a while, at least two of each is good.  Both Lasa and Jean in my piece of flash fiction Honor Amongst have two of each of these kinds of goals.  The story itself has it's problems, and I've been meaning to revise it for a while now, but it really helped me more than anything else develop those two characters if not in the story than in my own mind.

Quote from: NomadicI have never actually thought things through. My mindset is just, what would my character do in this situation. Sure there are goals, but I don't plan them out. I suppose I am too spontaneous.
Well then try it out sometime!  I did, and I ended up with a piece of flash fiction (and hopefully a few more pieces) from a one sentence idea. ;)

Superfluous Crow

The Riddle of Steel system actually uses a goal mechanic to earn experience. My own group felt it was a little constrictive though, and since i'm currently playing with a different system than TROS i made a conversion of it.
While TROS hinges on the spiritual attributes: Destiny, Love, Quest, Conscience, Faith, Drive and Luck/drama (with more specific undertitles), my system uses 2 ambitions and two passions, where ambitions are divided into several types of mostly infinite goals.  
This might sound restrictive, but it works quite well and i like how you can merge roleplaying with rules in such an integral way.
Anyway, some interesting thoughts you've had about it. Are you considering adding more nuances and dichotomies or do you consider the idea "done"?
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Ravenspath

Quote from: >:3Generally, I break it down into these categories:
    *Long-Term Goals
    *Short-Term Goals
    *Secret Goals (can be either long-term or short-term)


I've used something similar to this. The secret goal is also one that may prevent the long term or short term goals from being reached.

I always have a goal or two for my characters. It gives the GM hooks to use in a story and gives the character some directions.
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LordVreeg

I like the distinction you are using.  We spend a lot of time determining hisotry and goals.  I try to give exp rewards when the pc's do a good job of tying something into one of their goal-systems.
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khyron1144

I've developed a secret goal for my character.  When my DM reminded me that casting a [Good] or [Evil] summon counts as an act of that alignment and slowly tips me away from the precarious balance of CN, I have decided that my I am going to become Evil, hopefully while maintaining my Chaoticness.  I haven't mentioned it to him, of course.
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SilvercatMoonpaw

Most of the time for my characters their goal is "sh**s-and-giggles".  Or to put it another way they want to focus more on the journey than the ending, not necessarily actively looking for whatever it is but just bumbling around and hoping they bump into it or it into them.  I find this works best for me because I don't have to put work in beforehand that I might not (and frequently do not) use, and because it's pathetically easy to justify them being motivated to do whatever it is the group is doing.  (Of course every once and a while they probably have a short-term goal.)

Yeah, they are shallow in many ways, but if the other choices are "unattainable goal" (i.e. Infinite) or "you are most concerned with getting X" (i.e. Finite) (these are the way I see them) then I think "attainable-yet-vague-with-continuously-replenishing-need goal" just makes more sense.
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Scholar

i like your categories. for my characters, i base my choice of goals on the campaign i'm playing in.
for example:
i play a kalashtar paladin in a story driven campaign. his goals are infinite and abstract, i.e. inspire people to do good, protect the interests of his race and kill all servants of the inspired. these goals are pretty irrelevant to the flow of the campaign, except for the "kill all", since events have not much to do with what he's about. he's along for the ride, because he was told to.

in our second campaign, i play a crippled necromancer. it's a very free-form, sandbox-ish campaign that revolves around the characters. his goals are all concrete (and finite): plunge the country into total war and chaos -> dedicate it as a sacrifice to his god -> reawaken his god -> be awarded lichdom -> be free of the infirm, rotting prison that his body has become. his second goal is: find his father -> kill him.

i don't use a special mechanic to come up with goals for my characters, i use everyday stuff or things i heard/learned/read at the university. for example, i came up with the idea for the necro after reading about the life of the poet lord byron, whose mother always called him a child of the devil because he was born with a clubfoot. transferred to a medieval society, to what would a childhood like that motivate a dangerously intelligent person (-> misanthropy and egoism)? combined with the dm's idea for the campaign, we came up with the overarcing goals together. the personal revenge thing is just that; personal, with no real relevance to the plot (yet).
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