Friday, January 5, 2018

Core engagements part 2: Narrative


Note that this is the player version to identify themselves. The GM gets more tips on how to cater to these core engagements.
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Narrative
Players who enjoy a good narrative enjoy a good story in their role-playing games. These players enjoy reading, viewing, listening, or taking part in a story.

Having a good narrative in role-playing games is usually something that GMs have to prepare for in advance rather than improvise on the fly, so recognising there are players who enjoy a strong narrative before the game starts is pretty important. It can be important for narrative seeking players that the GM to runs a Story-driven campaign format which features an overarching plot which ties in with or determines the adventures and quests taken by the party. Fortunately for the narrative seeking player, many GMs nowadays have an expressive side which seeks to create stories for the players to partake in, and so Dungeon Crawls are currently rarer than Story-driven campaigns.

Do note that there are many genres of fiction and medieval fantasy role-playing games are not particularly suitable at catering to every genre unless significant effort is put in by the GM. The classical genres of fiction are Comedy, Drama, Horror fiction, Literary realism, Romance, Satire, Tragedy, Tragicomedy, Fantasy, Mythology and Adventure. Of these genres, medieval role-playing games are more suitable for fantasy, mythology and adventure, possibly with a splash of one of the other genres. Some players and GMs in the hobby have come to expect mostly fantasy, mythology and adventure narratives. So if you find yourself enjoying a different genre (say, romance) in your role-playing games, it may be a good idea to highlight which genres you appreciate to the GM as these genres may not be one of the “default” genres the GM prepares for in their narratives. Well, at least the GM can try.

How do I know if I’m a narrative-seeking player?
Narrative-seeking players are fortunate in that they are not limited to the medium of games to satisfy their desire for good narratives. Narrative seeking players will often look to television, movies, books and even audiobooks as well for good stories. If you’ve enjoyed carefully following an ongoing TV drama (news, reality shows and sports don’t count), an anime, a movie series or a series of novels you probably can appreciate a good narrative.

How much you are willing to actively participate in the narrative of a role-playing game may be indicated by how much effort you are willing to put into consuming stories. Folks who carefully read novels from cover to cover are putting in more effort than someone who only watches the cut-scenes from a TV show on the internet and skips to the “good parts”. The former may be more willing to take more effort in carefully listening and participating in the narrative of a role-playing game than the latter.

Some examples of games that narrative seeking players love are the Final Fantasy series and many other JRPGs, Uncharted, Legacy of Kain, games by Telltale Games, Undertale and adventure games such as King’s Quest and Broken Sword.

The Elder Scroll series (Skyrim, Oblivion) offers more than one core engagement, including discovery, expression, narrative and fantasy. Discovery and fantasy is handled particularly well in the Elder Scrolls series and are arguably the main attractions. But if you completed the main questline in Skyrim or Oblivion, narrative may be a core engagement for you. Narrative-seekers may not like to leave stories hanging without an ending.

Take note that enjoying the consumption of good writing is remarkably different from enjoying the act of writing/creating stories and being a part of the writing process. Players who enjoy consuming a good narrative may not necessarily enjoy writing themselves; writing is a form of expression, which a different type of engagement.

Conflicts: Submission/Hobby, Challenge, Expression, Discovery
Submission/hobby seeking players are a really common in most games, and medieval fantasy role-playing games are not excluded. Some players who primarily enjoy submission/hobby but do not appreciate listening to a good narrative may get bored if a lot of time is spent expounding the narrative and interacting with NPCs to carry the narrative. Hobbyists who get REALLY bored are infamous for taking drastic actions which are completely uncalled for in the given context in order to make something interesting happen. They’re goofing off; it’s how they have fun. This kind of fun does not match well with narrative seeking players as it breaks apart cohesive narratives. Also note that the preferred campaign format of the hobbyist is the Dungeon Crawl, which features limited narrative. Communication and compromise is important.

Like the hobbyist, tactical challenge seekers enjoy combat over interaction and exploration. Interaction is usually more important to the narrative seeking player than combat because it is usually through interactions with NPCs that stakes are set and drama is created. Cunning challenge seekers on the other hand may spend a sometime plotting and planning moves outside of combat. Sometimes these plans are relevant to carrying the narrative of the game, sometimes they are not. Narrative seeking players who are ready to put their own minds to the task can participate in discussing plans that affect the outcome of high stakes dramas and find themselves enjoying the experience. Otherwise, they may find the intricate planning processes of their fellow players disinteresting.

On the surface, expression seekers and narrative seekers want the same things. Campaigns which feature a lot of interaction rather than combat satisfy both expression and narrative seeking players. In fact, many narrative seeking players may use some expressive acting in order to interact with NPCs and move the plot forward. However, unpredictable PC behaviour can make it difficult to run a role-playing game with a strong narrative. Players who enjoy creating unique and quirky characters who are full of flair and style sometimes do not want to roleplay as (what they consider to be) boring, reserved and predictable characters. Instead they may roleplay as chaotic, unpredictable characters which may break the narrative planned by the GM and thus ruin the experience for narrative seeking players. 

Some expressive players enjoy creating their own stories and taking part in the creative process, and may even actively finding ways to replace the narrative planned by the GM with a story of their own. This could end up very positively if the GM is able to adapt to the story being told by the expressive player and other players find they enjoy this new story instead. The potential payoffs in fun for everyone involved can be high. However, there is also risk of frustration and disappointment for everyone as well if handled poorly, so some care should be taken.


Discovery seeking players clash slightly with narrative seekers in that they desire the sandbox/megadungeon campaign format rather than the typical story-driven campaign. Sandbox/mega-dungeon campaigns are flexible enough to be structured in such a way that it allows for an overarching narrative to tie in to the adventures in each location, but some GMs may find it easier to plan for a self-contained dungeon crawls in each location instead.

Specific advice for narrative seeking players: A backstory which includes elements which indicate who or what your character cares about can be important. This is a way signalling to the GM how you want to participate in the story crafted by the GM. Otherwise, your character’s participation in the over-arching story will be that of an outside observer who is intervening in the story rather than central character for who the stakes are important. You may need to talk to your GM to make sure the GM can involve your character in the story in some way before the campaign starts.

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