RPGaDay 19&20
(Let's hope we don't get jumbled up again... I must have been tired that day) 19. Desire Desires, goals, motives, needs, things that people want are one of their key defining factors... however, a lot of games ignore this vital part of character development. Perhaps it's left as an element of the fruitful void, which is that part of the game that rules circles around but which is ever addressed in the rules so the players can work it out for themselves at the table. As a bare minimum I give every named NPC a desire, when they need a bit more rounding out, I give them a positive desire (something they are trying to achieve) and a negative desire (something they are trying to avoid). Then I give them a strength and a weakness... most NPCs don't need more than this, but if they become key parts of the story, I might work them up with a full character sheet. At the basic level, the desires of NPCs pull on their narrative, and their web of needs impacts on the player chara...