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by Kestrel on Thu Nov 18, 2010 5:16 am
The first thing you must know is that catch-alls by inner motivation are impossible. Unless you have a cast of eerily similiar characters. Some characters are going to want to move, some characters are going to have to be forced to move. Present injustice in the face of most of my characters and they'll be like "Ah well, sucks to be them."
In fact not too long ago, a GM of mine used an NPC to talk one of my co-roleplayers and me to go rescue a character that saved ours not too long ago. My co-roleplayer's character considered it was her duty to go back. My character however, is terribly racist against that saviour's race and figured there has to be a reason other than chivalry he came to their aid (there wasn't, the guy was an all-round good guy, but tell that to my character...)
In this case, my character would need to be forced to go back. Put a gun to her head, something like that.
As mentioned multiple times before above, there's a lot of things you can draw from reading character's bio's and posts. Unfortunately there's going to be places that lack overlap, so you'll need external motivation. A threat, an order from a superior commander, a sexy promise from a lover, a lie telling them there's treasure to be found, the risk of comrades dying without the character, etc. Internal motivation is good, nudge people in a direction. However this doesn't work for everyone and you should be aware of this. As much as I'd like my character to go back and repay her favour to her saviour, get some badass action sequences and mean character development on the way, she just doesn't work that way so I can't write her doing that.
Do you come from a land down under?
Where women glow and men plunder?
Can't you hear, can't you hear the thunder?
You better run, you better take cover.
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