Difference between revisions of "Goal"

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At the center of each game is a conflict between principles. There are always 6 principles in play, set in 3 pairs, with each pair an opposing axis. You choose 2 of these 6 principles to align yourself with. You may not select both from the same axis, so you will have a stake in 2 of the axes, and no stake in the third. Each principle has goals associated with it, and individual rewards associated with that goal. But when you achieve a goal you eliminate rewards or goals from the opposing principle. Sometimes two of your own principles may conflict, or your might find that others in your [[band]] are aligned with opposing principles.
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Your character sets two goals. When a goal is completed you mark a box off on the band's advancement track, and once enough boxes are marked the entire band increases its power level. You may complete a goal more than once, but the box is only marked off the first time. Any time you complete a goal your entire band gains [[focus]]. Each goal also has a lesser condition that gains you (and only you) focus when met.
  
==Axes==
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==Game Axes==
[[image:conflict.jpg|right]]Choose two competing principles from the list of six. If you can't find two that work you'll either need to adjust your character or ask to have the game adjusted to use different axes. This keeps your character invested in and contributing to the overall themes of the game. You can't select both principles within a single axis, they are in direct competition. That also means you'll be somewhat ambivalent towards one of the three axes, choose which carefully. It's okay to select a principle that opposes another player's choice, over time one of you will lose a principle completely and replace it with something else.
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[[image:conflict.jpg|right]]Each game has a set of goals that emphasize the major themes in play. Goals are usually paired with an opposing goal on an axis. Faults also provide personal goals that may be substituted for game axis goals. You may choose both your goals from your faults, but this can disconnect you from the game's themes. Note that your goals may conflict with each other or with the goals other players select, which can lead to interesting dynamics during play.
  
==Goals==
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==Shiyan Goal Axes==
Each principle lists two [[goal]]s, and if anyone in the [[band]] is aligned with the principle then those goals are active for the entire band. Accomplishing these goals earns AP (and recovers wits) just like any other goal. The numbers next to goals don't indicate extra value, but are meant as a gauge of increasing difficulty. You can achieve the goals in any order. When you achieve a goal tied to a principle, you also earn a reward (see below). However, earning these goals impacts the goals of the opposing principle. If anyone has already earned a reward from the opposing goal, the highest one is lost. If nobody has earned rewards, then one of the remaining goals for that principle is eliminated from the band. If all three goals are eliminated so is the principle, anyone who was aligned with it must select a new principle in its place. If you earn a goal that has been eliminated you don't get the normal credit, but the goal is restored and affects opposing goals and rewards normally. After it has been restored you gain normal rewards for earning it again.
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*'''Order''' vs '''Justice'''
 
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*'''Honor''' vs '''Passion'''
==Shiyan Conflicts==
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*'''Empire''' vs '''Justice'''
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*'''Honor''' vs '''Feeling'''
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*'''Glory''' vs '''Loyalty'''
 
*'''Glory''' vs '''Loyalty'''
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{{OrderG}} <br>The Emperor's Word is the immutable law of the land. Without tyrannical force Shiyan would erupt into bloody anarchy and war. Brutal and pragmatic, the empire saves many more lives than it crushes.
  
'''Empire:''' The Emperor's Word is the immutable law of the land. Without tyrannical force Shiyan would erupt into bloody anarchy and war. Brutal and pragmatic, the Empire saves many more lives than it crushes.
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{{JusticeG}} <br>The greater good is an illusion, there is only good. When an individual is hurt or oppressed, they should be helped regardless of the consequences. Corruption must be mercilessly uncovered and fought.
<br>[[image:1dot1.gif]] '''Goal: (Empire)''' Quell a rebellion.
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<br>[[image:1dot2.gif]] '''Goal: (Empire)''' Save the Emperor's life.
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'''Justice:''' The greater good is an illusion, there is only good. When an individual is hurt or oppressed, they should be helped regardless of the consequences. Corruption must be mercilessly uncovered and fought.
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{{HonorG}} <br>You follow the strict dictates of what society expects from you. You know your place and you follow the rules, even when it feels wrong. Being rude is a crime.
<br>[[image:1dot1.gif]] '''Goal: (Justice)''' Punish a criminal who is beyond the law.
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<br>[[image:1dot2.gif]] '''Goal: (Justice)''' Bring down a corrupt organization.
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'''Honor:''' You follow the strict dictates of what society expects from you. You know your place and you follow the rules, even when it feels wrong. Being rude is a crime.
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{{PassionG}} <br>You follow your heart and find some happiness some fun, despite the rules that forbid it. You take what you want to, and you love who you want to. Society wants to put you into a sad little box, but you won't let that happen.
<br>[[image:1dot1.gif]] '''Goal: (Honor)''' Enforce a rule you disagree with.
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<br>[[image:1dot2.gif]] '''Goal: (Honor)''' Sacrifice yourself or a loved one to duty.
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'''Feeling:''' You follow your heart and find some happiness some fun, despite the rules that forbid it. You take what you want to, and you love who you want to. Society wants to put you into a sad little box, but you won't let that happen.
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{{GloryG}} <br>You are uncompromising in your quest to be the best, and to push the boundaries of excellence. You do not back down, compromise, or suffer insults regardless of the cost or the risks.
<br>[[image:1dot1.gif]] '''Goal: (Feeling)''' Start a new romance.
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<br>[[image:1dot2.gif]] '''Goal: (Feeling)''' Break a rule so thoroughly that society eliminates it.
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'''Glory:''' You are uncompromising in your quest to be the best, and to push the boundaries of excellence. You do not back down, compromise, or suffer insults regardless of the cost or the risks.
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<br>[[image:1dot1.gif]] '''Goal: (Glory)''' Learn a secret mastery.
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<br>[[image:1dot2.gif]] '''Goal: (Glory)''' Become the undisputed world champion.
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'''Loyalty:''' The lives and happiness of those around you are more important than your own ambitions. Even if the side you are on is wrong, you support those you were born to support. Loyalty is first to family (including sworn family), then to friends, then to organizations.
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<br>[[image:1dot1.gif]] '''Goal: (Loyalty)''' Kill an opponent to avenge a fallen friend.
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<br>[[image:1dot2.gif]] '''Goal: (Loyalty)''' Complete a [[union]].
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==Rewards==
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The two principles you select for your character are tied to rewards. Each offers two assets, a tier 1 and a tier 2. When you earn your first goal for a principle (regardless of which one) you gain the tier 1 asset. When you earn the other you gain the tier 2 asset. You get access to the asset by your next [[respite]]. You may choose exactly what the asset rewards are, but you may not choose the same reward twice. You may upgrade an existing asset, or choose a lower tier asset for a higher tier slot. Each career concept lists default suggestions.
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<br>[[image:1dot1.gif]] __________________ (tier 1 asset)
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<br>[[image:1dot2.gif]] __________________ (tier 2 asset)
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{{LoyaltyG}} <br>The lives and happiness of those around you are more important than your own ambitions. Even if the side you are on is wrong, you support those you were born to support. Loyalty is first to family (including sworn family), then to friends, then to allies.
  
 
==Reputation==
 
==Reputation==
Having any circles in a loyalty grants you a reputation. The reputation is specific to the principles you have circles in, and associated to your impression. Denizens with the same principles will tend to trust and accept you, especially after your identity has been confirmed. Denizens with opposing principles on the other hand will tend to doubt and hinder you.
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Which goals you complete matter. You will get a reputation tied to impression that includes the goals you've finished. Denizens with the same goals will trust and accept you (positive [[reaction]] bonus), while those with opposing principles will doubt and hinder you (negative [[reaction]] penalty).
 
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==Dilemmas==
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Significant choices can affect your rewards without changing your goals. These [[dilemma]]s usually have significant affects on the game, and when tied to a principle grant you a reward as though you earned one of the three goals. However dilemmas may also cut the other way, and cost you rewards without affecting your available goals. These choices escalate, so you have to make larger gestures affecting more people or with deeper consequences to get further rewards. However you can always lose rewards for acting against the principle, even in minor ways. These effects are always a choice. Before the effect, the referee must tell you that your choice will cost or gain you rewards, and make it clear that there will be significant and lasting effects to the game world depending on what you choose.
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==Changing Principles==
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You may change your ideals during play. If you have gained no rewards in an ideal (or any gained have been eliminated) and you would achieve a goal in another principle then you may eliminate the old principle and add the new one in its place. You don't gain a reward for that goal, it merely allows the switch. You select new rewards which must be different from the old principle's rewards.
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==Playing to Principles==
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==Changing Goals==
Your principles can be a guideline for your character's behavior, but they also evolve as your character's attitudes change. It is valid to make decisions based on your character's principles. It is just as valid to make your decisions and let the principles change to match the character. The rewards are a tangible and mechanical way of making your decisions matter within the game. The referee will specifically make the quickest and easiest path to completing your principle goals questionable and fraught with tragic consequences, so be wary of always choosing based on one principle.
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Your goals can be a guideline for your character's behavior, but they can also evolve as your character's attitudes change. It is valid to make decisions based on your character's principles. It is just as valid to make your decisions and let the goals change to match. During a [[respite]] you may transition one of your two goals to a new one. The referee may make the quickest and easiest path to completing your goals morally questionable and fraught with tragic consequences, so be wary of letting your goals direct you completely.
  
 
==See Also==
 
==See Also==
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*[[Ability]]
 
*[[Ability]]
 
*[[Concept]]
 
*[[Concept]]
*[[Facet]]
 
 
*[[Fault]]
 
*[[Fault]]
*[[Mastery]]
 
*[[Skill]]
 
 
*[[Asset]]
 
*[[Asset]]
  
{{V251}}
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{{V252}}
  
 
[[Category:Character Creation]]
 
[[Category:Character Creation]]

Latest revision as of 04:36, 28 January 2023

Your character sets two goals. When a goal is completed you mark a box off on the band's advancement track, and once enough boxes are marked the entire band increases its power level. You may complete a goal more than once, but the box is only marked off the first time. Any time you complete a goal your entire band gains focus. Each goal also has a lesser condition that gains you (and only you) focus when met.

Game Axes

Conflict.jpg
Each game has a set of goals that emphasize the major themes in play. Goals are usually paired with an opposing goal on an axis. Faults also provide personal goals that may be substituted for game axis goals. You may choose both your goals from your faults, but this can disconnect you from the game's themes. Note that your goals may conflict with each other or with the goals other players select, which can lead to interesting dynamics during play.

Shiyan Goal Axes

  • Order vs Justice
  • Honor vs Passion
  • Glory vs Loyalty

1square.gif Order: Catch and punish a wanted personality.
Focus: When you stop an easy solution by quoting a rule.
The Emperor's Word is the immutable law of the land. Without tyrannical force Shiyan would erupt into bloody anarchy and war. Brutal and pragmatic, the empire saves many more lives than it crushes.

1square.gif Justice: Eliminate a corrupt organization.
Focus: Avenge someone who was wronged.
The greater good is an illusion, there is only good. When an individual is hurt or oppressed, they should be helped regardless of the consequences. Corruption must be mercilessly uncovered and fought.

1square.gif Honor: Eliminate your other goal when duty requires it.
Focus: Give up an unfair advantage.
You follow the strict dictates of what society expects from you. You know your place and you follow the rules, even when it feels wrong. Being rude is a crime.

1square.gif Passion: Find true love (complete a romance).
Focus: Violate a taboo and flaunt it.
You follow your heart and find some happiness some fun, despite the rules that forbid it. You take what you want to, and you love who you want to. Society wants to put you into a sad little box, but you won't let that happen.

1square.gif Glory: Become World Famous for your skill.
Focus: Win a competition with stakes.
You are uncompromising in your quest to be the best, and to push the boundaries of excellence. You do not back down, compromise, or suffer insults regardless of the cost or the risks.

1square.gif Loyalty: Sacrifice yourself for someone close to you.
Focus: Prevent someone close to you from being harmed.
The lives and happiness of those around you are more important than your own ambitions. Even if the side you are on is wrong, you support those you were born to support. Loyalty is first to family (including sworn family), then to friends, then to allies.

Reputation

Which goals you complete matter. You will get a reputation tied to impression that includes the goals you've finished. Denizens with the same goals will trust and accept you (positive reaction bonus), while those with opposing principles will doubt and hinder you (negative reaction penalty).

Changing Goals

Your goals can be a guideline for your character's behavior, but they can also evolve as your character's attitudes change. It is valid to make decisions based on your character's principles. It is just as valid to make your decisions and let the goals change to match. During a respite you may transition one of your two goals to a new one. The referee may make the quickest and easiest path to completing your goals morally questionable and fraught with tragic consequences, so be wary of letting your goals direct you completely.

See Also


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