Final Post

New Years Day 2018, fin.

Everything has a course For me this Blog has run it's course. It's time to close the door. I have a few thoughts about why  now i...

Monday, December 1, 2014

Using goals to add some spice to AD&D.

Feeling much better…

So yesterday I posted that I like to kick doors down, kill bad guys, and take their stuff.
Let’s look at that.

As a player I admit I like the action part of role playing games the real escapist part.  I can talk to bar tenders in real life, I can’t kill orcs in real life. 
However with that if a game is just all action all the time the game can become a series of endless dice tossing. 

So this is where the frame work of Gm’ing comes in and what in my view separates Role playing games from say a rip roaring game of Yahtzee.
Just what I have always wanted! The opportunity to shake dice in Peter Parker's severed head!

A GM, has the ability to work out a setting and a story that gives the players something to fight towards, some reason to go into the cave, or kick the door down. In our AD&D 2ed game I make an honest attempt to give each character something to hook onto, whether it’s The Masters search for magical stones, or Wilhelm’s search for the thieves that cut off his hand. The players have something to move towards, and need to make decisions about how their present situation can move them forward.

Here’s an idea
It is ripped right out of the pages of our home brew game “Phase Abandon”. In Phase goals are truly the engine of the game with the system pumping everything through goals from character improvement to story design.
I figured it works, why not try grafting the same sub system into AD&D? 
  • Give each Character two or three goals (better still let the player’s make their own goals, work together.)
    • Make sure the goal is one thing. (“Kill every vampire” is not a legit goal, “Find the vampire in the town of Hasslip” is.)
  • Give each goal an exp value no less than the amount of experience the character needs to gain its next level.
  • Each game the character gets an experience reward the player can decide how much experience goes towards moving their character towards completing his or her goals.
    • For example if a character receives 900 experiences the player could put all 900 towards one goal or 300 towards each goal or whatever combination pleases them.
  • The player should note how this past adventure helped move the character progress towards their personal goal.
  • When a player collects enough experience to finish off a goal the gm should allow time either for the player to do a simple narration of how the goal was completed, or better still run a quick side adventure in which the goal is completed.

Why do this?
  • First off it gives the players some extra investment, knowing that their vision for their characters is possible, quantitative and achievable. To me this is always a good thing.
  • Secondly it gives the Gm built in adventure hooks when he or she needs one.
    • “You just closed out the goal find the Vampire in Hasslip? Sweet! Let’s say next game the party goes and investigates?”
  • Finally it gives the players a more dynamic world to play in. If all of the characters have goals, then at some point these goals will overlap or even compete. There will be a deeper set of dynamics going on than simply, “You meet at the inn … lets go kick in some doors!”

As always thank you for reading,

Hope you enjoy the idea.
Try it let me know if it sucks or not.

Please leave questions and comments in the box for comments in the comment section for commenting.