d100 | Motivation | Object or Obstacle |
---|---|---|
1-5 |
Cause dishonor for |
Ancestral enemy |
6-10 |
Defeat |
Business partner |
11-15 |
Escape from |
Business rival |
16-20 |
Friendship with |
Concubine |
21-25 |
Gain knowledge about (or on behalf of) |
Detective, investigator, or one who asks too many questions |
26-30 |
Gain status over |
Employer |
31-35 |
Gain status with |
Former compatriot |
36-40 |
Lust for |
Former employee |
41-45 |
Protect livelihood of (or from) |
Friend |
46-50 |
Protect reputation of (or from) |
Guild or business association |
51-55 |
Protect wealth of (or from) |
Offspring |
56-60 |
Reconciliation with |
Parent |
61-65 |
Regain favor with |
Political compatriot |
66-70 |
Regain honor stolen by |
Political leader |
71-75 |
Removal of (by death) |
Political or justice official |
76-80 |
Removal of (kidnapping) |
Religious compatriot |
81-85 |
Rescue |
Spiritual leader |
86-90 |
Revenge upon (or on behalf of) |
Spouse |
91-95 |
Self-protection from |
Temple official |
96-100 |
Steal from |
Temple or religious society |
Table 1-9: Patron Motivations (d100)
Motivations for patrons to spark adventure
Finally, there’s a table of possible motivations for the players/characters themselves. Players don’t like their characters to be “forced” into a particular adventure – which means you’ve got to offer a reason to choose one adventure over another. This table of motivations is quite useful no matter whether your initial creative spark comes from the Locations tables, the Mission tables, or the Villain’s Motivation tables.
Citation
Tome of Adventure Design, p. 25 (http://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=678287)
A random result will be collated from each column