
Inspired by the excellent book The Game Master’s Handbook of Proactive Roleplaying by Jonah and Tristan Fishel, I’ve been experimenting with a concept I call “goal-powered role-playing.” My gaming groups and I are still in the exploratory phase of implementing this system, but I wanted to get my ideas down on paper. Since I generally run Savage Worlds at my tables, that system has served as our primary lens for exploring this concept.
The system has two intentions. First, it gives players a chance to spotlight the things that matter most to their characters — what they’re hoping to get out of their danger-filled lives. Second, it fuels the GM’s creativity, allowing them to craft stories and adventures that feel tethered to the player characters rather than independent of them. The synergy between these two intentions produces stories that make sense for the characters and a world that genuinely reacts to their actions. Pretty powerful stuff.
Aspirational Goals
To start, each player defines an Aspirational Goal for their character — the thing the character believes, at this moment in their life, will make them happy. It’s what they think they want. This goal will likely evolve over the course of the campaign, because the engine of good storytelling is character growth and change. A character might begin convinced that enough gold pieces to buy a quiet tavern and retire is all they need. But over time, they might discover that freeing an oppressed people, toppling a corrupt ruler, or learning to believe in themselves the way their loved ones do matters far more.
Intermediate Goals
Each player should also define two or three Intermediate Goals — arcs the player wants to explore with their character. Each intermediate goal should support the character’s aspirational goal and take a small handful of sessions to complete. “Discover what happened to my parents” or “figure out what’s behind all these zombies” are good examples: they’ll each take several sessions to resolve and can be broken down into concrete subgoals.
Immediate Goals
Speaking of subgoals — each player should define at least two, and preferably three to five, Immediate Goals for each of their intermediate goals. Each should be something accomplishable in a single session. They don’t need to be a complete roadmap; they can simply reflect what the character knows they can do right now, with further steps to be determined based on the outcomes. “Talk to the bank manager and find out who has access to the vault,” “ask the local sage about the history of the Crimson Claw goblin clan,” or “carouse the starport bars to gather allies for the upcoming battle” are all things that can be done in a session and move an intermediate goal forward.
Using Character Goals
GMs should work with their players to keep goals scoped appropriately and to help brainstorm goals that suit their character concepts. It can also be valuable to encourage players to invent aspects of the campaign setting in support of their goals. This worldbuilding might include factions the characters work for or against, towns or star systems where formative events occurred, enemies who have wronged them, or visions delivered by their deities. GMs have final say over these inventions to prevent conflicts with their own vision — but in general, GMs should rise to the challenge and weave player-created content into the setting.
Once all participating players have defined their goals at each level, the GM should incorporate them into session planning. Intermediate Goals suggest character arcs; look for ways to develop and surprise with them. Immediate Goals suggest events, opportunities, and encounters for the next session. Aspirational Goals are seeds for the future — use them to challenge the characters, test their mettle, and help players explore their characters’ deepest motivations.
Rewards and Upkeep
At the end of each session, spend a few minutes reviewing goal progress with each player. If a player feels they’ve completed an Immediate Goal, check it off and reward the character. In Savage Worlds, I grant an extra Benny for the next session; in D&D 5th Edition, Heroic Inspiration works well. Completing an Intermediate Goal earns a more substantial reward. In Savage Worlds, I award a point of Conviction — a significant bonus. For D&D, I’d offer a boon: perhaps a narrative asset (a title, a reputation, a new ally), a permanent minor feature related to the goal, or something more meta.
Between sessions, players should spend a little time revisiting their goals and determining whether any need to be added, updated, or retired. Just as in real life, revelations and changing circumstances can render goals obsolete. Keeping them fresh ensures they stay relevant and actionable — especially for players motivated by the rewards that come with completing them. Expect to spend a few minutes at the start of each session reviewing and updating goals with GM input.
Participation Is Optional
At my tables, creating and maintaining character goals is entirely optional. Not every player is comfortable taking such an active role in shaping their character’s world. Some prefer to be more reactive — to let the world happen to them — and that’s perfectly valid. But the players at my table who have embraced this system are visibly engaged when they make progress on their goals, enjoy the spotlight time, and are, frankly, pleased to collect the in-game rewards.
If you try this system, or something like it, I’d love to hear how it’s working at your table.
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