Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Driving NARRATIVE in RPGs, not STORY
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="innerdude" data-source="post: 6088052" data-attributes="member: 85870"><p>Wow, some great responses here---I'm going through the last two pages. </p><p></p><p>I'm definitely in the camp that character backstory makes a difference. A character with a sense of "place" in the game world has a lot more opportunities for "narrative"-inspired play. </p><p></p><p>Ratskinner, I've never heard of <strong>Capes</strong> before; those are both interesting mechanics, but I don't know how easy they'd be to put into a D&D game. Inspirations might be easier to implement--I sort of see it as maybe a background element, an NPC from his or her backstory, or even an abstract ideal. The idea being that when the character plays up the inspiration as part of a scene, they get a mechanical bonus. In Savage Worlds (which I'm GM-ing right now), this could be a bennie as a reward, or a temporary static bonus to a particular type of trait check, as "tuning in" to the source of inspiration makes the character more focused, more determined, etc. </p><p></p><p>I don't know if driving narrative necessarily involves "soliloquizing," though that's certainly a valid way to pursue it. I think Umbran's also right, where the setting / plot / campaign hooks play a big role in this, because in a lot of cases, the stakes for the characters in the game world have to match up to a motivation beyond simply "becoming more uber and gaining phat lewtz." I saw this in a Pathfinder campaign I ran over a year ago; the group became very attached to a set of NPCs, to the point that their motivations in-game changed. Suddenly things they would have done without a second thought became more complicated as they wrestled with the implications. </p><p></p><p>I'm interested in hearing more, though, about how to manage the GM / player interface in setting up situations where you're trying to drive narrative. I think you have to have players that WANT to drive that narrative, especially because in many cases to sort of reach that narrative space, a GM has to let go of some of the in-game control. In this regard FATE probably provides some opportunities, because it's already assumed that the player does have some narrative control.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6088052, member: 85870"] Wow, some great responses here---I'm going through the last two pages. I'm definitely in the camp that character backstory makes a difference. A character with a sense of "place" in the game world has a lot more opportunities for "narrative"-inspired play. Ratskinner, I've never heard of [B]Capes[/B] before; those are both interesting mechanics, but I don't know how easy they'd be to put into a D&D game. Inspirations might be easier to implement--I sort of see it as maybe a background element, an NPC from his or her backstory, or even an abstract ideal. The idea being that when the character plays up the inspiration as part of a scene, they get a mechanical bonus. In Savage Worlds (which I'm GM-ing right now), this could be a bennie as a reward, or a temporary static bonus to a particular type of trait check, as "tuning in" to the source of inspiration makes the character more focused, more determined, etc. I don't know if driving narrative necessarily involves "soliloquizing," though that's certainly a valid way to pursue it. I think Umbran's also right, where the setting / plot / campaign hooks play a big role in this, because in a lot of cases, the stakes for the characters in the game world have to match up to a motivation beyond simply "becoming more uber and gaining phat lewtz." I saw this in a Pathfinder campaign I ran over a year ago; the group became very attached to a set of NPCs, to the point that their motivations in-game changed. Suddenly things they would have done without a second thought became more complicated as they wrestled with the implications. I'm interested in hearing more, though, about how to manage the GM / player interface in setting up situations where you're trying to drive narrative. I think you have to have players that WANT to drive that narrative, especially because in many cases to sort of reach that narrative space, a GM has to let go of some of the in-game control. In this regard FATE probably provides some opportunities, because it's already assumed that the player does have some narrative control. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Driving NARRATIVE in RPGs, not STORY
Top