[RPG] How to make the single-minded character more interested in the main story

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Currently, I'm playing a campaign with a couple of friends and we're about 5 sessions in. My character has a single purpose, which is saving his mother who has disappeared. For that reason my character has traveled a long way, to the place where the story my DM picked out, starts off.

My Problem

My character was designed to be a loner assassin type, and his purpose in life at this point is saving his mother – who has suddenly disappeared and is, of course, very important to him. This makes random goblins or a succubus seem like someone else's problem even though these were put in the story to make the party come together.

The party

The party has six members, including myself. So far my DM has not given my character any reason to stick with the party. He has given my character hints, that prove the mother has been in the same town. But other than that, nothing that leads me to believe that the undead, who is ravaging the nearby towns, is the reason for her sudden disappearance.

Furthermore, he has no bond with the other party members, he just met them. At this point it would be more logical for him to go solo or hire people to help him achieve his goal.

It feels like I'm being forced to make my character go with the party against his will, because I'd have to stop playing him if he didn't.

Looking for ways around the problem

Personally, I think I made a mistake during the creation of this character in being too single-minded and being a loner type who doesn't care for the other PC's, whom he just met a couple of days ago.

He kind of misses the two things, which I think are reasons for a character to keep going down the main story or stick with the party instead of going straight for his personal goal. These reasons are bonds with other PC's or a link to the main story.

This leads me to believe I should just go back to the drawing table and create a new character with a different personal motivation to join so it will work with the main story which is now possible because of the information I now have from playing part of it. Instead of going in blind and make a personal goal which is too different from the main story, like I did with my current character.

On the other hand the DM could give me a hint (or a more obvious hint, I could have missed it), which leads my character to believe that following the current trail of bodies the undead has left behind leads to his mother.

Currently I'm trying to figure out, how I can keep playing my character without having to change his personality or his goal and stick with the party.

Are there any other ways to fix a character, other than the two options I mentioned above?

Best Answer

Change Your Character (And Yourself)

It’s a crummy world in which no one ever changes. You can change your existing character in two ways if you think like an author:

  1. The other PCs barely know your character. You can objectively change things about them that simply haven’t been revealed yet. Maybe your PC always did have a soft spot for elves or whatever. Maybe they were having a real bad day in the first session because it was their missing mother's birthday or something. You can incorporate or change on the fly anything about your character or their background not yet revealed to the audience without it being causing issues with retcon.

  2. People change. Maybe one of those other PCs saves your PC from death and he, like people do, has a come to Jesus moment and decides he does care about other people and isn’t going to be such a dink. See where they need to go and move them there (like, I might add, just about any fantasy/scifi story you will consume in any medium does with their characters).

These are the obvious direct solutions. The more pro solutions (which kinda mirror the others in terms of being split along design time/play time) are:

  1. Stop designing characters that need the GM or someone else to spoonfeed you to keep them in the game. That’s not their job, it’s your job. Any overly simplistic “loner” character is not good for most games.

  2. Avoid “My Guy” syndrome. Real people are complex. There’s people I know that are single-minded but not to the point of being feral about it. You, the player, decide what your PC does in any situation, not “them.” There is no them. You make choices that contribute to the fun of the table instead of taking it away. And you justify it (frankly, or not) in your character’s mind-space however you need to.