we all have things that we want, don’t we? In fact, pretty much everything we do is based upon what we want and, just as important, what we don’t want. Which is the roundabout way of saying that we want that not to happen.
RPGs like Leagues of Cthulhu have formalized motivations that have both role play and mechanical effects. It’s a nice reminder to take some time to figure out what your character is all about.
I’ve played purely reactive characters, and I’ve played characters that had strong motivations, and I vastly prefer the latter.
Now, to be sure, motivations and desires of some sort tend to emerge during play anyhow, but when the character enters play as something other than a blank slate, it makes them feel much more real and much easier to play. You don’t have to guess what they would do. It becomes very instinctive.
So next time you make a character, don’t just determine what they can do. Figure out what the hell it is that they want.



