New goals.
If your character is so focused on something, say, revenge, and they get that revenge, what sort of fallout or prologue would that character experience? Would they remain vengeful everlooking for the next kill to sate their anger or would they take a step back and have an epiphany that the goal of their conquest was shallow but the steps and people they met along the way were what was important.
The way me and my group goes about things is in a realistic sort of fashion.
Let's use my main, JJ, as an example. When I brought him into 2.0 I had no goals for this aged but not old dark knight. He's seen so much, done so much and bled so much, but at his core he's a wanderer. Sure, things have happened to him over 2.0's time, but there weren't any goals to work towards -- he was more reactionary than proactionary.
Now let's use my other two characters, Alex and Grace, JJ's children. Both are monks that escaped King Theodric's and the Garlean's bullshit. While they're not grand super sayinn monks, nor currently (in the past, yes) directly involved with the Ala Mhigan Resistance, they harbor a strong desire to reclaim their maternal ancestral land. This has been my longest running and coldest overarcing plot for these two as Ala Mhigo has yet to be hit up directly in the game. Now once that happens, depending how it happens, that would wrap up a major part of their story in terms of "getting to the goal". However, along the way, Alex especially, has been quite active. Running Crystalline and doing this or that within the company's work and so on.
Moral of the story: If you define your character with one thing to do and they finish it, but you want to keep on going, get into your character's head. What do they do as a hobby? Do they have friends? What might that character think about doing x y or z?
DETAILS!
If your character is so focused on something, say, revenge, and they get that revenge, what sort of fallout or prologue would that character experience? Would they remain vengeful everlooking for the next kill to sate their anger or would they take a step back and have an epiphany that the goal of their conquest was shallow but the steps and people they met along the way were what was important.
The way me and my group goes about things is in a realistic sort of fashion.
Let's use my main, JJ, as an example. When I brought him into 2.0 I had no goals for this aged but not old dark knight. He's seen so much, done so much and bled so much, but at his core he's a wanderer. Sure, things have happened to him over 2.0's time, but there weren't any goals to work towards -- he was more reactionary than proactionary.
Now let's use my other two characters, Alex and Grace, JJ's children. Both are monks that escaped King Theodric's and the Garlean's bullshit. While they're not grand super sayinn monks, nor currently (in the past, yes) directly involved with the Ala Mhigan Resistance, they harbor a strong desire to reclaim their maternal ancestral land. This has been my longest running and coldest overarcing plot for these two as Ala Mhigo has yet to be hit up directly in the game. Now once that happens, depending how it happens, that would wrap up a major part of their story in terms of "getting to the goal". However, along the way, Alex especially, has been quite active. Running Crystalline and doing this or that within the company's work and so on.
Moral of the story: If you define your character with one thing to do and they finish it, but you want to keep on going, get into your character's head. What do they do as a hobby? Do they have friends? What might that character think about doing x y or z?
DETAILS!