Goal
A Goal is the standing want of an NPC or a Faction. Goals are the engine that produces Threats and the Tension that makes Scenes play.
A Goal is the standing want of an NPC or a Faction. Goals are the engine that produces Threats and the Tension that makes Scenes play.
A Goal is the standing want of an NPC or a Faction: the overarching agenda they're pursuing across Scenes, often across the whole arc. Goals are the engine of a Campaign. They generate the Threats the party will face, and they're the source of the Tension that makes a Scene play instead of describe. An NPC without a Goal is a name on a list.
A Goal and a Tension are the same thing at two scales: the Tension is the Goal showing up in a specific Scene; the Goal is the broader agenda the Tension comes from.
Open the Campaign's Goals tab and click "+ Add Goal", or use the Goals section on an NPC or Faction's detail page. The editor opens. Fill in:
A title for the Goal. Phrase it as a want: "wants the equinox ritual to land", "wants the journalists out of town". Easier to read in a list, easier to think about in play.
A description: what the Goal actually means, what success looks like, what the owner is willing to do to get there.
A status (active, achieved, abandoned).
The owner: one NPC or one Faction. Not both. Pick the level the Goal lives at.
The Threats this Goal generates. You can author the Threats here or on each Threat editor.
In prep, the Goal detail page is where you connect the engine to the parts it drives. From here you see the Threats the Goal has produced and the Scenes those Threats are likely to land in. If a Goal has no Threats attached, that's a signal: either the Goal isn't really applying pressure, or you haven't written the Threat yet.
In play, you rarely point at a Goal directly. You point at the Tension in the Scene you're running (often the same NPC's same want, scaled down to this moment) and at the Threat you drop from the pool. The Goal is the thing both of them trace back to.