Rocmistro wrote:Slayer: Likes to kill stuff; there is ample opportunity to kill stuff in an adventure.
A Slayer doesn't just like to kill; a Slayer wants to redress wrongs or take vengeance.
Treasure-Hunter: Likes to find material things; there is generally a fairly strong potential to find material things in adventures as they tend to involve bad guys who take things by force; take them back.
A Treasure-hunter doesn't just want
stuff; he is looking for lost and rare treasures.
Scholar: Likes to learn new things. There is always new stuff to learn about the world and one's self on adventures.
Which is a complete non-motivation. The adventure could be about delivering the mail and the Scholar could say, "Maybe I'll learn something new on this trip." A Scholar needs more than just a constant, generic chance of discovering something; he needs to be motivated by the chance to discover something specific, e.g. "There's a cache of lost scrolls reputed to contain ancient dwarvish lore; let's go look for it."
Warden: Likes to protect things. What better way to protect things than to go sniff out the source of evil and waylay it.
And this seems to be the primary type of adventure written for the game.
Wanderer: Likes to walk around and experience things. If you have a hard time finding a reason to go on an adventure with this calling, then you just need to stop playing RPG's.
This is another non-motivation. You may as well be an excitable dog following the party around. A Wanderer needs to go someplace new and meet new people, but otherwise you can't write an adventure specifically for this calling. It's too generic. Without better definition this is a catch-all calling for anyone too vague about their motivations to choose another.