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Category: TTRPGs

Goal-Powered Role-Playing

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.

#City23 Week 1: Beadle Street

Beadle Street

Located in the Old City district, this street is named after Lewis Beadle, a merchant who lived in the area 200 years ago who was honored with the street named for him after establishing a number of prosperous trade routes (making some of the people in the city a small fortune). Beadle’s shop is still open on the street, though it’s a pale shadow of its former self. The street is now known for general stores and a couple middle-class clothiers.

The Rollyknockers (Faction) – Named after a minor noble named Nathaniel Rolly, who led an uprising against imperial takeover shortly after the annexation began. That uprising was unsuccessful, but this faction believes that after so many years of imperial rule, the people will be more supportive. There is currently a lot of debate amongst the leaders of the faction whether to employ violence, with the pro-destruction side in the lead. Membership is secret. They operate out of an apartment above Ink & Lead , the printer of the local newspaper.

Durant Dupuy (NPC) – Owner of Ink & Lead, a printing press, and editor of the local newspaper, not afraid of being a bit creative to sell a few papers. Tall, wispy, receding brown hair rapidly turning to grey, more than a bit of a pot belly. He is a reliable source for rumors, some of them actually true. His motivation is to put the other, better funded papers out of business by selling more copies of his paper, so he loves to get the scoop. He’s actually more clever and observant than he lets on, and knows who the secretive leader of the Rollyknockers is.

The Stump (Landmark) – Many years ago the Imperial Governor of the city commissioned a statue of the founder of the Empire to be erected in the middle of the crossroads of Beadle Street and Prosperity Road. Several years later, during a time of unrest in the city, the statue was broken off of its pedestal and destroyed. The pedestal remains, as every attempt to either mount a new statue there or demolish it has been met with sabotage. The people of Beadle Street are perversely proud of their Stump.

The Mermaid’s Lament (Location) – The most raucous tavern on the street, the Lament is decorated in carefully curated flotsam and jetsam. Nets, ship’s lanterns, glass floats, and even an old ship’s figurehead are arranged around the walls of the place. The bar serves all of the normal alcoholic beverages common in the city, but is best known for a brew called a Sea Foam, grayish green in color with a thick head, this salty concoction is definitely an acquired taste.

Juliana Mace (NPC) – A bartender at the Mermaid’s Lament, she invented the Sea Foam and only she knows its actual ingredients. Juliana is also a great resource for rumors. She doesn’t make anything up herself, but can’t vouch for all the rumors she can share. She is a lively woman, with an easy laugh and an energetic attitude. She’s average height, long brown hair usually kept in a loose knot at the back of her neck, and hazel eyes. Her motivation is to get everyone to like her, as she’s actually very insecure. She secretly believes she is the bastard daughter of one of the city’s nobles, a story told to her by her mother. She’s not sure yet who her father is, but she hopes to find out someday.

Rumor – It’s been nearly three weeks since Rinston the brewer made his last delivery to the Mermaid. His deliveries have always been on time before. The brewer has been keeping himself scarce. When contacted, Rinston doesn’t offer an explanation or excuse, just says he’s been very busy but he’ll get right on it. His ales are a favorite of many patrons, and the bar is on its last keg.

Lanford’s General Goods (Location) – This store is a long-term Beadle Street fixture, originally opened over sixty years ago. It has changed hands a few times over the years, but the owners have all kept the original name since it is so beloved. Any commonly available good can be found here. The store also features a rotating collection of highly unusual items, items of higher quality and some even magical. The current proprietor is Elizabet Silvestre.

Dænavar, City of Steam and Sorcery #City23

Welcome to Dænavar, a coastal city where political conflict threatens to spill into violence in the streets, where technology vies with sorcery to control the future while the religions in the city hide an ancient and terrifying secret, and where stalwart adventurers who can keep their wits about them can change the course of history. This is my #City23 project inspired by the #Dungeon23 challenge posed by Sean McCoy of Tuesday Night Games. A good overview of the challenge can be found on Gizmodo.

For my #City23 challenge, I have the following goals:

  • 1 District each Month (for a total of 12 districts)
  • 4(.3) Streets each district
  • 7 things for each street

For each day, pick one thing that can be found on the street to create each day from the list, just a couple of sentences (I will most certainly fail on the “just a couple of sentences” part):

  • Location (goal: 2 per week)
  • NPC (description, role, motivation, secret) (goal: 2 per week)
  • Faction (goal, location) (goal: 1 per week)
  • Monument or landmark
  • Rumor
  • Creature
  • Legend
  • Festival/holiday
  • Magic Item

Background

Before I start detailing districts, a (hopefully) brief overview of the city and its history is in order.

For longer than anyone can remember, a lonely temple to a near-forgotten god has stood on the bluff overlooking what would become known as Camerlon Bay, a natural bay at the foot of rolling hills and timbered mountains. The Laurents, a non-navigable river empties into the bay near here. Mild weather and plentiful water, the area supports bountiful agriculture, and the nearby forests of oak, pine, madrone, and sequoia means that timber is plentiful. However, lack of easy access to other cities meant that the villages in the area grew very slowly. The trade port here was often overrun by pirates preying on ocean-going merchant ships.

A wealthy trader, Lambertus Auch, took a liking to the area and had a keep built on a promontory adjacent to the docks. He named it Dænavar, after his late wife. A small city grew up around the keep, and over time they raised money to improve the port facilities and to begin construction on a road through the mountains to the east, hoping to encourage trade with the inland cities.

A generation later, the city’s leaders grew complacent, and a pirate captain named Telford Middlegorn attacked the town, taking it for his own. He ruled there for nearly twenty years, never wisely nor well. Trade dropped off, and the people suffered. Residents of the city secretly made their way to other nearby cities, begging for help to repel Captain Middlegorn and his cronies. Eventually, the newly crowned Emperor Zacharius II of the nearby Empire of Phalan agreed to send troops over the mountains and rout the pirates. In exchange he would be given special trade arrangements and be allowed to establish a garrison in the city. When the city was freed, they kept their word.

A century later, the city had grown considerably. It was a trade hub between the other cities along the coast and the inland cities. Its favorable trade agreement with the Phalan Empire continued, though sometimes the guild masters of Dænavar chafed under the established discounts. A University of Sorcery was established and attracted talented people from all over the land. Discovery of ores in the nearby mountains led to the establishment of several metal foundries and smiths. And the city’s agricultural production grew by leaps and bounds.

Then a prospector in the mountains to the northeast made a discovery: an ore never seen before, near black with crimson flecks throughout. It quickly became a popular stone in fashionable jewelry. It would take decades before its true potential would be discovered. A metal wright by the name of Michiel Dubuisson, refining the ore attempting to crystallize it, accidentally subjected it to a strong thaumatic field. The ore burst into flame, burning both hotter than coal and longer, producing much less smoke. It was shortly dubbed Incendium.

The practical uses Incendium ore were many, including becoming the primary energy source for steam-driven constructs of all sizes. When (carefully) ground into fine powder and mixed with certain other chemicals, it produces a powder that burns quick and hot, producing copious gas. It wasn’t long before Incendium-based firearms were developed, catalyzing an arms race with other cities on the continent.

Sensing an impending shift in the balance of power, the then Emperor of Phalan sent several armies to Dænevar to bring it under imperial control. Defenders of the city fought well, but surprise and overwhelming numbers of forces arrayed against them meant they could not prevail. The empire annexed the city and installed a governor to run it.

It’s been sixty years since Dænevar was forcibly wed to the Empire of Phalan. Various attempts to overthrow the governor have been ruthlessly shut down, but separatist movements continue to flare up. The technologists of the Fog Town district continue to invent mechanical marvels now aided by the Goddess of Innovation who walks among them and even helps work the furnace bellows from time to time. The Arcanists of the Arcane University continue their studies and Wizarding Society continues to infiltrate local politics attempting to use the levers of political power to maintain dominance over their rivals, the technologists. The noble families work to flatter the imperial representatives with expensive trinkets and fêtes all while secretly funding the separatists. And the priests and bishops of Way of the Temples warn of an impending calamity while being tight-lipped as to the nature of it.

The city is a powder keg, waiting for the spark that will cause it to explode.

Walk carefully, keep your wits about you, choose your alliances (and enemies) wisely, and be ready for anything..,

© 2026 John Kusters Jr.

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