allow characters to take a starting Goal
So, at least in a lot of Will's default decks, the goals listed seem more appropriate as long-term character objectives than as something I'd propose as a scene/chapter goal, as the narrator.
Would it be possible to give players the option to choose a goal at the start of play as a character-defining trait, along with a type, a strength, and a weakness?

This suggestion has been implemented in our new Alpha 2 playtest, starting in just days. Thanks!
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Patrick Scaffido commented
I've used the opening scene in my 2 games to do this. With the first scene and background I toss out a number of goals that players may find interesting and showcase various reactions to character or scene.
In the STEAM Report, I have a character who introduces himself and provides and opportunity for financial gain, knowledge, and adventure and have multiple goals of different flavors for the characters to pick up in response to him. This includes a "double cross him and turn him in to the government."
I did a similar thing in the first scene of Lord of Shadows where I have the characters resting before a final battle and there are a number of items and goals they can grab that might go with their character.
Perhaps include on strengths or concepts the idea of implied possessions? The Arsenal strength or the Steampunk one with Gimmicks suggests the character has a large inventory. The Obsession weakness also suggests a goal of the characters.
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Anonymous commented
Actually, it might be kind of cool if a character had to pick a Goal card at creation. Archetype, Strength, Weakness, Goal. It would immediately give the Narrator something to build on.