Feb 22, 2017 11:45 pm
Character Motivations
Instead of dictating the reason for your characters to be heading to this mysterious island, I decided to open this up for you, the players, to determine. In my experience, location-based sandboxes play out much smoother when the party has some strong motivation for engaging with the location. The adventure authors suggested a number of cool motivations, and each will give the adventure a different flavour. Here are their suggestions:
Shipwrecked: You were en route to some other destination when you were waylaid by storms / pirates / krakens etc. and washed up on the shores of a mysterious island. With limited reserves of fresh food and water, you must explore the island to find food and shelter, and to find a way to return home.
Assault: An organization has set up bases of operations on this mysterious island. This organization has enemies whose interests are threatened by this group, and they hire you to disrupt/destroy the threat.
Trade Mission: You embark on a trade mission to the island, either as the representatives of a merchant organization or as part of a self-funded enterprise. Establish trade relations with the natives and exploit the island for maximum profit.
Wilderness Expedition: A patron wishes to learn more about this mysterious island and hires you to accompany their expedition or conduct the expedition on their behalf. They might want to map the island, hunt for a rare beast, or find some unique macguffin rumoured to have been located on the island.
Custom Motivation: You can also suggest a unique motivation (or tweak any of the above motivations) to match the backstories of one or more of the characters in the adventure.
Whatever motivation we choose, it is important that your character has a stake in this motivation. Try to carve out a reason for your character to buy in. Location-based adventures work best when the story is driven by the players.
So what motivations sound like they would fit your characters and your preferences as a player?
Party History
How did your party come together? Are you strangers or a seasoned crew that has logged many hours in perilous situations together? What brought you together and how does each of your characters fit into this group?
Instead of dictating the reason for your characters to be heading to this mysterious island, I decided to open this up for you, the players, to determine. In my experience, location-based sandboxes play out much smoother when the party has some strong motivation for engaging with the location. The adventure authors suggested a number of cool motivations, and each will give the adventure a different flavour. Here are their suggestions:
Shipwrecked: You were en route to some other destination when you were waylaid by storms / pirates / krakens etc. and washed up on the shores of a mysterious island. With limited reserves of fresh food and water, you must explore the island to find food and shelter, and to find a way to return home.
Assault: An organization has set up bases of operations on this mysterious island. This organization has enemies whose interests are threatened by this group, and they hire you to disrupt/destroy the threat.
Trade Mission: You embark on a trade mission to the island, either as the representatives of a merchant organization or as part of a self-funded enterprise. Establish trade relations with the natives and exploit the island for maximum profit.
Wilderness Expedition: A patron wishes to learn more about this mysterious island and hires you to accompany their expedition or conduct the expedition on their behalf. They might want to map the island, hunt for a rare beast, or find some unique macguffin rumoured to have been located on the island.
Custom Motivation: You can also suggest a unique motivation (or tweak any of the above motivations) to match the backstories of one or more of the characters in the adventure.
Whatever motivation we choose, it is important that your character has a stake in this motivation. Try to carve out a reason for your character to buy in. Location-based adventures work best when the story is driven by the players.
So what motivations sound like they would fit your characters and your preferences as a player?
Party History
How did your party come together? Are you strangers or a seasoned crew that has logged many hours in perilous situations together? What brought you together and how does each of your characters fit into this group?