I think of them as goals, and I've come up with some ideas for goals that cover most areas. I express them in simple, one-word descriptions. You can think of goals they may provide from your own imagination.
Some Core principles that may provide goals or actions for players to do, these are what you see when you strip away all decoration:
-stay alive
-entrap a target or group (note this does not mean you're trapping it to bring it to someone, just the entrapment alone then you walk away)
-build a structure, item, or train a skill
-create effective resource gathering (such as whole supply lines, or repetitive fetch-questing to do it yourself)
-kill a target
-travel to a point within allotted time
-find something or anolyze many things as a whole (like entrapment, this is about the finding itself and not about being part of a fetch quest)
-convince others to ally with you
-make sudden, rapid changes. perhaps even comedic.
these are just ideas I thought of. There could be many more or alterations to these.
Wouldn't you have a wonderful rpg world with simply builders, fighters, rulers, etc. all consisting of players and taking care of their own business? All the variety, freedom, skill, and intelligence you could want. This could be terrifying, so perhaps transitioning people from more controlled worlds to more free ones gradually? Then again, doesn't this sound like raising a child who then grows up in the real world? Parental control followed progressing to freedom. Things to consider.
