Player Steps Game Master Steps
Think about this character’s backstory, abilities and traits. Explain them to the group.Come up with a long- or mid-term goal. Is this goal achievable? Does it seem fun? How could it fail forward?
If necessary, rework the goal until it meets the criteria.Share goals with the table and adjust to collaborate better if needed. Record each player’s long-term goal.
Create one or two short-term goals that contribute toyour long-term goal. Are these goals achievable? Does it seem fun? How could it fail forward?
If necessary, rework the goal until it meets the criteria.Share goals with the table and adjust to collaborate better if needed. Record each player’s short-term goals. Think about if any of these goals involve the same places, people or objects and make a note of that, too.

List of Goals

1d20 Objective Reason Complication
1 Win the heart of a certain person. A deep-seated desire to be loved. It’s all a big misunderstanding.
2 Discover the true identity of an important person. A pathological need to be appreciated or admired. A rival is interested in the same thing.
3 Return to their homeland. A genuine sense of concern for others. Doing so would anger a local politician.
4 Slay a powerful monster. A promise to a dying family member or friend. It’s really, really far.
5 Defend a group or settlement from an impending attack. Spite, plain and simple. Someone else has done it already, but they did it wrong.
6 Discover the location of a fabled natural feature. A hunger for power. They’re unknowingly missing a key piece of information.
7 Destroy a powerful magical artifact. A quest of selfimprovement. A location involved is very dangerous for this character specifically.
8 Obtain a powerful magical artifact. The search for spiritual enlightenment. They have sworn a vow that makes it much harder to do.
9 Find and recover a kidnapped or missing friend or family member. Everyone else was doing it. There is a religious prohibition against doing so.
10 Claim an ancestral birthright or fortune. It just seemed like fun. An injury prevents them from doing so.
11 Defend or mentor an important young person. A prophecy they heard and believe says they will. A person integral to doing so is hostile to them.
12 Prove the existence of a certain phenomenon or being that is thought to be fictional. A prophecy they have never heard says they will, and fate keeps pulling them toward it. A persistent misconception means they are mistaken.
13 Forge a peace or alliance between two groups. The pay was too good to turn down. Two other groups are involved in the same goal.
14 Conceal a secret by destroying evidence or a person. Revenge. The trail has gone cold.
15 Interrupt a ritual or spell that would cause a grand negative effect. Prove themselves worthy of a love interest who does not return their feelings. A classic switcheroo has confused similar people or items.
16 Destroy or neutralize a certain powerful person. Restore their family’s good name. Two factions or people who do not get along must cooperate to make this happen.
17 Reconnect with an important person they used to be close with. Get the attention of a potential patron. An important person or object is accidentally destroyed before much progress is made.
18 Discover their own true identity as an important person. An inexplicable compulsion that’s probably related to childhood somehow. Doing so would break an important treaty.
19 Learn important knowledge that has been concealed or locked away. Gain experience in a skill needed for another task. It has literally never been done before.
20 Kill a god. God told them to. The god’s followers are proficient fighters.