clearstream
(He, Him)
Got it. Focusing on the 'control' aspect of narrative control, it is concern with who exercises it. So then one might haveWhat is distinctive about it, compared to norms of D&D play, is that the question of whether or not there is a secret door in the wall is answered not by reference to the GM's prep, or the GM's on-the-spur-of-the-moment-decision if s/he has no relevant prep, but rather is bound up in the resolution of the players' declared action.
It's a way of distributing authority over the authoring of backstory, and of having that authority be something other than fiat authority (which is a contrast with, say, OGL Conan "fate points" or 5e DMG optional "plot points"). The significance of non-fiat authority is that authorship can take place without anyone just deciding what happens next. This is helpful for "story now" or "playing to find out" approaches to RPGing.
- Intents that inform which scenes our narrative will contain.
- Actions, often stochastic, which narrate how the scene plays out.
- World, that delimits what may be included in the narrative, including architecture and inhabitants.
- Characters, that add specific actors to the world.
Playing to find out for me has never been a matter of who controls what, but how they exercise that control. Perforce, someone always just decides what happens next. What is interesting is how written rules interact with 'just decides'. So that another question aside from who controls what, is the usually multiple ways that they are guided or instructed to exercise that control.
Thus one might envision three dimensions
- narrative element (intents, actions, world, characters)
- controller of each element (DM, players, both)
- principles (or guidance) and instructions (rules) as to how control may be exercised (assuming, and in the way that, participants grasp and uphold them)