A Simple Narrative Model

In my day job working on computer games, I’ve been looking into a number of games that have procedurally generated features. From algorithmically built worlds to randomized characters, the computer creates various components and turns the manipulation of them over to the players. The result is an emergent narrative of the players’ story. Consider this in contrast to a more heavily scripted game structure in which the narrative beats are specifically planned. In games with key procedurally generated components, the heaviest decision making and the consequences imposed on the world are driven by the players’ choice, as opposed to the narrative designer’s (or in this case, the GM’s). While the GM always arbitrates the rules, some amount of outcome is always dictated as a result of player choice — because interaction is what distinguishes a game from more traditionally consumed media.


Heat Signature features procedurally generated characters and game spaces, and this critical video posits that three questions form the basis of the player’s interactions with and investment in the game. A simple expression of these three questions translates into the medium of tabletop RPGs, as well (and isn’t contingent on procedural generation).

SimpSymm_06

Example procedurally generated 3D geometrical prints.

What do the players have?

In this case, “have” is a broad understanding of the characters’ capabilities. This can include everything from their equipment to their skills to unique powers or functions. D&D’s class features, Vampire’s Disciplines, Mutants & Masterminds’ Advantages: These are all under the umbrella of what the players have, and they go a long way toward satisfying the essential experience of the game. The players can have much or they can have very little — the story of the game is about using what they have to effect change.

What do the players want?

At its simplest, what the players want is their immediate objective. Save the princess. Slay the dragon. Intercept the shipment. Beyond that, the game grows in complexity and the story grows in meaning as the players layer their characters’ personal desires with the shared narrative goal. The archetypal adventuring party is the most common example of this, and Vampire made much of subverting common goals and interleaving them with conflicting personal goals. Most games build upon the relatedness of goals by constructing the players’ various aims that can be represented as Venn diagrams, and groups that have good dynamics often see player characters assisting each other in achieving their personal objectives.

Venn.001

An example of where a party’s interests and goals may overlap. Note that Limahl later went on to a musical career with Kajagoogoo.

What happens next?

This is up to you. This is the intersection of what the players have, what they want, and how the game systems model their attempts to achieve their goals with the tools at hand. This is where the verbs happen, this is where the static scene becomes a dynamic story. This is why everyone gathers around the tabletop.

Design for Dependency

Class-based game systems are occasionally described as offering “niche protection” as part of their design. The cleric is a healer, and no one else heals as well as the cleric, for example. The rogue excels at dealing damage; the fighter withstands punishment like no other. The wizard controls the crowd and/ or damages wide areas. Each of these roles has a thing it does well, so the “niche protection” statement is true.

But, in a larger design sense, what niche protection actually offers is an ecology of dependencies that build relatedness between players. A party of four fighters won’t fare as well as a more rounded party, because many of the things fighters depend on aren’t offered by other fighters. (Of course, some systems offer ways to vary the makeup of various classes, but these variants are rarely as potent in their variant role as the core class structured to meet the dependency.) The cleric’s job is to keep everyone standing, something that no other class does as well; the other players depend on the cleric for this, accordingly. The fighter’s job is to keep threats focused on him; the other classes depend on the fighter taking the most heat so they can perform their functions. The rogue is augmented by sneak attack damage, so she eliminates threats quickly, but she relies on the cleric to keep her standing and the fighter to keep enemy attention on him.

classdependencies

Designing for these dependencies not only helps the player group maximize its effectiveness, but also helps strengthen the relationships between players. And since games are a social endeavor first and foremost, rewarding those relationships is ultimately a proven method of keeping the players engaged for the long term.