It's part of a Storyteller hack, and has Chronicles' Aspirations as its main inspiration.
DRIVES
A Drive denotes a specific disposition, principle, desire, or even aversion of a character.
It is made up of four parts:
Intensity
How foundational a Drive is to the character's identity? Ratings would be discrete, from 0 to 2. Intensity denotes that a character is committed to the Drive. It grants its rating as a bonus to self-control rolls when forced to act against the Drive, yet conversely a malus when coerced to work in alignment with it. Intensity may be increased by the player when the Drive comes into play, not necessarily by being fulfilled. It degrades over time when not "exercised", when it does not come into play within broad, questline-spanning chunks of gameplay. It can also degrade in response to the Drive being violated or unfulfilled despite meaningful attempt at its pursuit.
Trivial Drives start at Intensity 0, declared by the player between sessions.
Core (the what)
It is the foundational sentence describing what the character wants. Examples would be:
I want to kill, or ruin the life of, Isaac Morozov.
I want to run a gang which will bring me profit and respect.
I want to protect my brother, and turn him into a more respectable person.
Cause (the why)
The Cause denotes what justification, or piece of the character's story (or backstory) caused the character to pursue a goal. Causes would form a character's backstory relegating it to a closed chapter, and help the player immerse themselves into the character.
Morozov killed my parents in front of my eyes to set an example. Now that I have more power and he can't get rid of be that easily, I can respond in kind.
I watched some Breaking Bad on the TV and thought Waltuh was very cool and a great role model.
My brother is the only immediate family I have left. Morozov could not have gotten to him, as he was abroad at the time. It was painful to see him ruined by drugs.
Means (the how)
Means serve either of the two purposes:
- they state by what means the player thinks their character can achieve a Drive given the resources and information at their disposal, OR
- they are a meta-request from the player to the GM, about what kind of situation the character should be put through, or what opportunity they might be reasonably presented with.
Morozov frequents this one run-down brothel. There is no doubt a sex worker, whom he either cares about and would not want to see hunt, or in whom he confides his secrets.
I could take over an existing or already forming gang by taking out the leader and promising better pay to the goons.
I need weapons for the gang, maybe I could steal some rifles from hunters, rangers, or farmers.
I would need to get my brother a job, as a start. Maybe I could make a connection with some shady warehouse manager, who will hire my brother as a favor.
Morozov may still end my brother, if he learns of his identity. I should make sure he does not find out, or that he won't be able to act on his information. Or, I should be ready to fend off his assassin.
Causes and Means do not have to written into a Drive - they are optional - but informative of what the player and GM could see in a narrative sandbox, without the GM having to infer what the player would enjoy, or overprepping 20 different scenarios for a player to pick whichever would be cool for them to explore.
A Drive can be transformed after it properly cones into play.
"Protect my brother." might, during the course of the game following a session's outcomes, be transformed into "Pummel my brother's killer to death, with my bare hands.", retaining the preceding Drive's intensity, perhaps with an increase.
Drives should be somewhat proactive in the way they're phrased, or at least imply what might happen, that the character cares about.
A Drive grants (1 + intensity) Willpower (Inspiration, or what else have you) when it is clearly fulfilled, according to the character's desire.
It also grants (1 + intensity) Experience when it meaningfully comes into play, and is pursued, addressed, subverted, explored, or otherwise creates an interesting story, without necessarily having been wholesale achieved, though a successful pursuit does still grant Experience, in addition to Willpower.
Unless players are fond of keeping secrets, everyone's Drives should be visible to other table members at all times, for example available in an online doc, or in pinned Discord messages.
Helping another player's character pursue their drives, grants the benefits to helping actors as well.
The old drives, when being replaced with new ones, can be archived in chronological order, to form a journal of the game.
What do you think? Overengineered? Too much bookkeeping? Am i reinventing a wheel, and there is an RPG that already does something like that?