Goals Over Hooks

If you’ve read Core Philosophy and thought “this sounds nice, but how do players know what to pursue?” — this section is for you.

The Bootstrapping Problem

Responsive generation requires player intent. But how can players form meaningful intent without knowing what exists?

The traditional solution: DM pre-generates content and offers it via hooks. The problem: it puts creative burden back on the DM and makes players passive consumers.

The Inversion: Players Bring Goals, Not Reactions

The solution comes from Proactive Roleplaying (Jonah and Tristan Fishel).

Traditional (Reactive)Proactive
GM creates hooksPlayers declare goals
Players choose from optionsGM creates obstacles to goals
”Here’s what’s available""What do you want?”
Story comes to playersPlayers pursue story
GM plans the adventureAdventure emerges from goal collision

What Makes a Good Goal?

Each PC should have three goals (short, medium, long-term):

PropertyWhy It MattersExample
Player-authoredInvestment comes from ownershipPlayer invents goal, not GM
Specific & achievableYou know when you’ve succeeded”Win the tournament in Songul” not “get stronger”
Has consequencesFailure must matter”…or Su-Li marries Lord Ravencroft”
Non-repeatableStakes are realCan’t just try again next week
Fun to pursueGenerates interesting playYou can imagine obstacles

See Player Guide for the full goal-creation procedure.

Factions as the GM’s Party

Every faction created through Ex Novo or Beak, Feather & Bone should have concrete goals that overlap or conflict with player goals. Factions pursue their own agendas between sessions — they’re the engine of pressure and opposition.

Faction goals must relate to the same people, places, and events as PC goals. That’s what creates collision — and collision generates content. See Factions for the full faction goal and clock system.

Also see Faction Scope for how faction scale relates to player tier.

Clocks: Between-Session Pressure

Borrowed from Blades in the Dark, clocks track faction progress toward goals. Fill a segment when a faction makes progress. When full, the goal is achieved. Clocks advance between sessions whether players engage or not.

This creates urgency without the GM authoring storylines.

The Bulletin Board Reconsidered

Traditional RoleProactive Role
Primary source of adventuresSupplement to player goals
GM-authored quest hooksWindow into faction activity
”Choose your adventure”Information marketplace
Required for playFallback for players without direction

Two Modes of Content Generation

ModeTriggerDepthExample
Hook SeedingFaction clocks advanceShallow pointers”There’s a swamp to the northwest”
Content RealizationPlayer pursues a goalFull generationThe swamp’s hexes, NPCs, dangers

Hook seeding populates the Lore layer. Content realization is Quest Prep.

The Complete Picture

  1. Session Zero: Players create characters with 3 goals. Factions created with goals. GM identifies overlaps.
  2. Between Sessions: Faction clocks advance. Rumors surface on the bulletin board. Players form intent.
  3. Player Posts Intent: “I want to find the assassin who killed my mentor.”
  4. GM Generates Content: Obstacles to that goal. What faction goals intersect?
  5. Session Runs: Play happens with generated content.
  6. Aftermath: Discoveries become canon. Clocks advance. New goals emerge. Repeat.

Why This Works

Players bring investment (goals). Factions provide opposition (conflicting goals). The GM provides obstacles, not storylines. Story emerges from the collision — surprising everyone, including the GM.