I’ve been working on story idea I’ve had for a long while and I’m getting hung up on this portion of the planning. How fixed do authors normally set the motivations of their protagonist and how tied to the character’s goals and personality is motive? Because I’m realizing my protagonist could have any number of motivations and goals and this could skyrocket how much branching my story would get past manageabiltiy.
I’m thinking maybe I just rid the non thematic motivations and goals entirely, but that feels a bit restrictive. Games like the Evertree Saga throw you into a situation but you can choose your motivation and goals, whereas I think Fallen Hero (book 1) has some degree of fixed motivation behind it all but I know there was a portion where you can pick why you were doing what you were doing, and I haven’t fully completed ITFO but it seems that has a fixed goal but not too fixed motivation (still at the start of Krorid so I could be entirely wrong or could have forgotten really important bits). But figuring out what works best for my narrative (or any narrative I may decide on) seems quite confusing to me even with these examples. Maybe I just haven’t played quite enough IFs to know the conventions or get a good intuition on this. Or maybe it’s a subjective thing for authors?
Is it tied to character role? Maybe an office worker gets dreams of world domination or change, but unless it’s relevant to the narrative their day to day motivations and goals would probably be not that. But how do you deal with characters who have non fixed roles or roles that allow for a breadth of motivations to pick from? And how do you then deal with how sprawling the list of goals a single strong motivation can have?
I’m inexperienced, so I am most definitely overcomplicating it. Would love to hear others’ thoughts on this.
