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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Games People Play: Looking at the Gaming Aspects of D&D
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="loverdrive" data-source="post: 8988067" data-attributes="member: 7027139"><p><em>All</em> activities produce stories, that is just a natural byproduct of events happening in a sequential order.</p><p></p><p>Yesterday, I played Team Fortress, I flirted with this girl playing Soldier, and then I popped kritz on her and she bathed me in the blood of the enemy team. Story! Or, in-universe: yesterday, a group of 12 mercenaries hired by Builders League United took control of a gravel processing plant in the New Mexico desert with minimal casualties, soldier Jane Doe (callsign "♡Diana♡") and known war criminal Fritz Ludwig (callsign "Alice can't hit pipes") earned commendation medals from the corporation. Story!</p><p></p><p>OK, I know I'm being cheeky. But in, say, Warhammer, people been writing, uhm, literary (?) battle reports where unit movements and shootouts are woven into narrative since before my ma even decided she wanted a kid, but calling Warhammer a storytelling game would be lunacy.</p><p></p><p>D&D isn't a storytelling game because it provides no tools and no incentive to engage with Shared Imaginary Space through the lens of storytelling, and the rules themselves don't act as such a lens either.</p><p></p><p></p><p>The best storytelling game I know of is probably Daniil Shipaev's <a href="https://silverhoofgames.com/mujik-is-dead/" target="_blank">MUJIK IS DEAD</a>. It directly provides prompts for situations (like "Falling in love" or "Money problems"), and the players purposefully weave a tragic story of suffering and misery. One player takes on the role of the titular Mujik (translated: rough, tough, "real" man), the others are playing as his destructive drives. At the start of each scene, a random prompt is chosen and Mujik describes the situation, the other players tell what they think should happen next, they all roll dice and the winner narrates the outcome.</p><p></p><p>The story isn't just a byproduct of the gameplay, it <em>is</em> the gameplay. The dice are rolled not to determine success or failure, but to decide who has narrative authority.</p><p></p><p>A more mainstream example would be Fate, where</p><ol> <li data-xf-list-type="ol">The players can directly declare facts using Fate points (like "I'm a <em>*Seasoned Explorer</em>, so of course I find a secret passage here, hidden behind a loose brick wall") and gain Fate points if the fact is detrimental (like "I'm a <em>*Wanted Fugitive</em>, so of course our contact will recognize my face").</li> <li data-xf-list-type="ol">Storytelling concepts, like genre, tone, tropes can be codified directly into aspects, and leveraged in the same way. Your game being an <em>*Amateur neo-noir webseries</em>, or your character being a <em>*Designated Love Interest</em> are all part of the mechanics, and players can and should leverage them.</li> <li data-xf-list-type="ol">Most importantly, players have an option to back out of pretty much any situation, so they can <em>safely</em> raise stakes and create trouble.</li> </ol><p></p><p>An example of a game where rules act as a storytelling lens would be Horror Movie World (or Dread that you've mentioned upthread): the rules are specifically designed to replicate slasher flicks, where a colorful cast gets picked off one by one, being competent is the easiest way to die, all that.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8988067, member: 7027139"] [I]All[/I] activities produce stories, that is just a natural byproduct of events happening in a sequential order. Yesterday, I played Team Fortress, I flirted with this girl playing Soldier, and then I popped kritz on her and she bathed me in the blood of the enemy team. Story! Or, in-universe: yesterday, a group of 12 mercenaries hired by Builders League United took control of a gravel processing plant in the New Mexico desert with minimal casualties, soldier Jane Doe (callsign "♡Diana♡") and known war criminal Fritz Ludwig (callsign "Alice can't hit pipes") earned commendation medals from the corporation. Story! OK, I know I'm being cheeky. But in, say, Warhammer, people been writing, uhm, literary (?) battle reports where unit movements and shootouts are woven into narrative since before my ma even decided she wanted a kid, but calling Warhammer a storytelling game would be lunacy. D&D isn't a storytelling game because it provides no tools and no incentive to engage with Shared Imaginary Space through the lens of storytelling, and the rules themselves don't act as such a lens either. The best storytelling game I know of is probably Daniil Shipaev's [URL='https://silverhoofgames.com/mujik-is-dead/']MUJIK IS DEAD[/URL]. It directly provides prompts for situations (like "Falling in love" or "Money problems"), and the players purposefully weave a tragic story of suffering and misery. One player takes on the role of the titular Mujik (translated: rough, tough, "real" man), the others are playing as his destructive drives. At the start of each scene, a random prompt is chosen and Mujik describes the situation, the other players tell what they think should happen next, they all roll dice and the winner narrates the outcome. The story isn't just a byproduct of the gameplay, it [I]is[/I] the gameplay. The dice are rolled not to determine success or failure, but to decide who has narrative authority. A more mainstream example would be Fate, where [LIST=1] [*]The players can directly declare facts using Fate points (like "I'm a [I]*Seasoned Explorer[/I], so of course I find a secret passage here, hidden behind a loose brick wall") and gain Fate points if the fact is detrimental (like "I'm a [I]*Wanted Fugitive[/I], so of course our contact will recognize my face"). [*]Storytelling concepts, like genre, tone, tropes can be codified directly into aspects, and leveraged in the same way. Your game being an [I]*Amateur neo-noir webseries[/I], or your character being a [I]*Designated Love Interest[/I] are all part of the mechanics, and players can and should leverage them. [*]Most importantly, players have an option to back out of pretty much any situation, so they can [I]safely[/I] raise stakes and create trouble. [/LIST] An example of a game where rules act as a storytelling lens would be Horror Movie World (or Dread that you've mentioned upthread): the rules are specifically designed to replicate slasher flicks, where a colorful cast gets picked off one by one, being competent is the easiest way to die, all that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Games People Play: Looking at the Gaming Aspects of D&D
Top