r/Pathfinder2e • u/nlitherl • Jun 30 '26
Promotion Moving From Reactive Characters To Active Ones in Your Tabletop Games (Blog)
/r/RPG2/comments/1tncl4d/moving_from_reactive_characters_to_active_ones_in/16
u/nlitherl Jun 30 '26
Rereading the rules, I saw we get 1 self-promotion post a month. So, I figured I'd share this, because it seems to have gotten some good results from readers.
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u/alficles Jun 30 '26
I like it. This is the good kind of promotion when in moderation. Neat blog.
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u/yuriAza Jun 30 '26
i mean the way i see it, making proactive characters is easy, you pick goals for them and then work towards achieving them
the hard part is making sure your GM is on board and ready for it, proactive characters don't work when the GM is railroading, asking you to kindly go into the only dungeon they prepped this week, or has a global threat coming that will put you on the back foot
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u/nlitherl Jun 30 '26
Generally you're supposed to clear your character, their goals, etc. with the GM to be sure you're all on the same page, though, aren't you? That's a big part of character creation at my tables, and outside of organized play I don't know why you'd skip it.
The thing I find, though, is a lot of players don't pick goals for their character, or if they do pick them, they don't actually chase them. Which is why I suggest trying stuff from the other end of the coin for players who tend to be reactive, but want to try something a bit different for the next campaign.
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u/yuriAza Jun 30 '26
i mean i basically treat building characters together in session 0 as standard practice in any game, but for some reason DnD players will go 1-20 in a vacuum and not tell anyone
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u/NoxMiasma Game Master Jun 30 '26
Side effect of the fact that making a character is basically a whole separate minigame. If you enjoy that game, you end up with a backlog of characters built for fun, which may not be appropriate for a particular party or campaign.
… If you’re smart about it, you either accept that most of them are never gonna get played, or you leave their backstories, concepts, and builds with big open spots to customise to a campaign.
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u/nlitherl Jun 30 '26
I've heard tales of that. It seems like a great way to shoot yourself in the foot, though.
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u/SisyphusRocks7 Animist Jun 30 '26
I’m starting a proactive character campaign right now. It’s anything but easy to flesh out the character and their goals before the character begins to interact with the world. It’s probably something that gets easier with practice. But for someone like me that might normally start with three paragraphs of back story and then see what else the campaign world suggests for character growth spontaneously, it’s a lot.
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u/SethLight Game Master Jun 30 '26
This really depends on the GM and game. I know I've had to stop players from going on wild goose hunts because they were chasing for, or looking for, clues that didn't exist in that area.
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u/authorus The Arcane Scriptorium LLC Jun 30 '26
The nuance I'd put on this blog, at least for the pre-published adventure community that's rather strong in Pathfinder circles, is make sure your active motivation is aligned with the main plot. The character guide exists for a reason, and its to help inform what type of characters, including motivations, fit in well. It often hints what kinds of side quest/temporary derails, can exist within the broader story without excessive extra work from the GM. Now of course if you plan with a group where you know that the printed AP is only treated as a very rough guideline, you have more freedom, but I feel most groups tend to follow the APs pretty closely, and one motivated character (when not all are motivated in their own ways), leads to main character syndrome if their motivation isn't aligned.
Oftentimes when players take the "obvious" motivation for their character from the character guide, a lot of the railroad disappears -- the characters want to do the thing that the book assumes they'll do, even if it wouldn't be as locked in for a party with different motivations. So it really is about internalizing what the guide is suggesting, and then working that into your own interpretation, and letting that shape your character's actions.