Over in the 5E forum I accidentally got a thread focused on pacing off the track by equating pacing to plot. I thought I would move the ensuing discussion on story/narrative in RPGs over her, since it is far broader than 5E or even D&D.
To state my most basic thesis: in my opinion, tabletop roleplaying games are more enjoyable when there is as little predetermined plot or narrative and the majority of what would be called "story" is an emergent property of play. By plot, I mean the actual literary definition: the series of events that comprise a story. "the PCs go to dungeon X and uncover the key to Temple Y in order to defeat villain Z before whatever." In the modern era, these are usually built into "adventure paths" but that sort of plot based adventure or campaign has been around a long time.
By contrast, I prefer what are currently referred to as "sandbox" campaigns. By that I mean a location, perhaps a tract or wilderness or a deep dungeon or a city or some more diverse setting encompassing all those and more, that is seeded with people, places, things and situations with which to interact. Some of these might imply "plot" (especially if they involve NPC desires, as characters tend to have a way of framing the world as a series of stories) but ultimately whatever narrative comes about is driven by how the PCs choose to engage the setting elements (or not).
To use the example from the other thread as an illustration: the PCs come upon a village that is being preyed upon by a vampire that lives in the ruins a couple hours flight away. The vampire has a motivation (feed) and the NPCs in the village have a motivation (don't be fed upon) and eventually the village will be sucked dry. If the PCs are on a McGuffin hunt and pass through, ignoring clues or even outright pleas, that is likely what happens. That becomes the narrative. If they choose to go slay the vampire, that is the story. And if they decide to hide out, wait until the vampire has killed someone and then riufle through the victim's belongings, that is the story. No plot is needed in the hands of the GM, just enough details that whatever the PCs happen to do (or not) about the situation, the GM can adjudicate it.
So, that is my position. What I am interested in is discussing with folks who see it differently. If you prefer there to be an "adventure" written into this situation -- the PCs arrive in town and the alderman begs for help; the PCs make friends with a cute barmaid; when the vampire attacks the PCs scare him away but not before the barmaid gets bit and now they only have days to kill the vampire before she turns; and so on -- what are the benefits for a prescribed plot? In general, what makes a plotted, "story driven" game preferable to one that does not have a narrative sore.
In addition, how do other literary devices such as theme, mood and atmosphere interact with the presence or lack of a plot. In almost all cases, story elements such as setting and characters will be present, but do all adventures have themes? Do any? Is theme necessary? What about atmosphere and mood? Are these creations of the players or the DM, and if the latter what happens when the PCs or players' actions disrupt atmosphere and mood? For that matter, what happens when the players disrupt the plot?
To state my most basic thesis: in my opinion, tabletop roleplaying games are more enjoyable when there is as little predetermined plot or narrative and the majority of what would be called "story" is an emergent property of play. By plot, I mean the actual literary definition: the series of events that comprise a story. "the PCs go to dungeon X and uncover the key to Temple Y in order to defeat villain Z before whatever." In the modern era, these are usually built into "adventure paths" but that sort of plot based adventure or campaign has been around a long time.
By contrast, I prefer what are currently referred to as "sandbox" campaigns. By that I mean a location, perhaps a tract or wilderness or a deep dungeon or a city or some more diverse setting encompassing all those and more, that is seeded with people, places, things and situations with which to interact. Some of these might imply "plot" (especially if they involve NPC desires, as characters tend to have a way of framing the world as a series of stories) but ultimately whatever narrative comes about is driven by how the PCs choose to engage the setting elements (or not).
To use the example from the other thread as an illustration: the PCs come upon a village that is being preyed upon by a vampire that lives in the ruins a couple hours flight away. The vampire has a motivation (feed) and the NPCs in the village have a motivation (don't be fed upon) and eventually the village will be sucked dry. If the PCs are on a McGuffin hunt and pass through, ignoring clues or even outright pleas, that is likely what happens. That becomes the narrative. If they choose to go slay the vampire, that is the story. And if they decide to hide out, wait until the vampire has killed someone and then riufle through the victim's belongings, that is the story. No plot is needed in the hands of the GM, just enough details that whatever the PCs happen to do (or not) about the situation, the GM can adjudicate it.
So, that is my position. What I am interested in is discussing with folks who see it differently. If you prefer there to be an "adventure" written into this situation -- the PCs arrive in town and the alderman begs for help; the PCs make friends with a cute barmaid; when the vampire attacks the PCs scare him away but not before the barmaid gets bit and now they only have days to kill the vampire before she turns; and so on -- what are the benefits for a prescribed plot? In general, what makes a plotted, "story driven" game preferable to one that does not have a narrative sore.
In addition, how do other literary devices such as theme, mood and atmosphere interact with the presence or lack of a plot. In almost all cases, story elements such as setting and characters will be present, but do all adventures have themes? Do any? Is theme necessary? What about atmosphere and mood? Are these creations of the players or the DM, and if the latter what happens when the PCs or players' actions disrupt atmosphere and mood? For that matter, what happens when the players disrupt the plot?