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Driving NARRATIVE in RPGs, not STORY
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<blockquote data-quote="CarlZog" data-source="post: 6086646" data-attributes="member: 11716"><p>2 days, lots of views and no replies... </p><p>Alright, I'll take a stab at this. </p><p></p><p>I suspect that, for the most part, players and GMs who are interested in genuine narrative as you've described it are probably not playing D&D. The predetermined archetypal characters that are emphasized in D&D do seem to constrain PC paths in a way that would tend to deter players interested in developing constructive narrative. And like-minded GMs may be similarly inclined to find games with more open-ended opportunities.</p><p> </p><p>But I don't think those inclinations mean that you can't generate narrative in D&D. In just about any setting or system, you can build a campaign in which the players have an opportunity to create interpretations of the pattern of linked events -- interpretations that generate a deeper set of meanings in the form of narrative art. Actually, I think one of the beauties of RPGs is the chance to create multiple narratives among different players in a single campaign. After all, every character may have their own perspective and understanding.</p><p></p><p>I think you might just have to work quite a bit harder to coax it out of the deeply ingrained tropes, archetypes and alignment of D&D.</p><p></p><p>For the record, I personally don't worry too much about this in advance. Because narrative is meaning generated by events, every player creates their own over the course of a campaign, and it is likely different for every character. Sure, I can choose imbue my adventures with certain recurring themes or narrative arc, but as we all know you can never count on players to take a hint.</p><p></p><p>So I think the better approach may be to focus on the characters. Work with players to create characters with which the players can really explore "what it all means" -- at least for that character. This means character background, goals motivations, obligations, fears, ambitions -- in short, personality. If you work closely with a player to do this, you'll see which elements the player is latching onto. You can exploit that interest to create opportunities for the player to grow the character. Pay attention to the ways in which your adventures genuinely involve the characters -- shaping their personal growth, challenging their beliefs, etc.</p><p></p><p>I realize that this can sound like a bunch of psycho-babble when you try to talk about it in general terms, but it's really not that deep or complicated. And it can be done in D&D.</p><p></p><p>For whatever it's worth,</p><p>my two cents.</p></blockquote><p></p>
[QUOTE="CarlZog, post: 6086646, member: 11716"] 2 days, lots of views and no replies... Alright, I'll take a stab at this. I suspect that, for the most part, players and GMs who are interested in genuine narrative as you've described it are probably not playing D&D. The predetermined archetypal characters that are emphasized in D&D do seem to constrain PC paths in a way that would tend to deter players interested in developing constructive narrative. And like-minded GMs may be similarly inclined to find games with more open-ended opportunities. But I don't think those inclinations mean that you can't generate narrative in D&D. In just about any setting or system, you can build a campaign in which the players have an opportunity to create interpretations of the pattern of linked events -- interpretations that generate a deeper set of meanings in the form of narrative art. Actually, I think one of the beauties of RPGs is the chance to create multiple narratives among different players in a single campaign. After all, every character may have their own perspective and understanding. I think you might just have to work quite a bit harder to coax it out of the deeply ingrained tropes, archetypes and alignment of D&D. For the record, I personally don't worry too much about this in advance. Because narrative is meaning generated by events, every player creates their own over the course of a campaign, and it is likely different for every character. Sure, I can choose imbue my adventures with certain recurring themes or narrative arc, but as we all know you can never count on players to take a hint. So I think the better approach may be to focus on the characters. Work with players to create characters with which the players can really explore "what it all means" -- at least for that character. This means character background, goals motivations, obligations, fears, ambitions -- in short, personality. If you work closely with a player to do this, you'll see which elements the player is latching onto. You can exploit that interest to create opportunities for the player to grow the character. Pay attention to the ways in which your adventures genuinely involve the characters -- shaping their personal growth, challenging their beliefs, etc. I realize that this can sound like a bunch of psycho-babble when you try to talk about it in general terms, but it's really not that deep or complicated. And it can be done in D&D. For whatever it's worth, my two cents. [/QUOTE]
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