Friday, August 8, 2025

Story Isn't the Enemy

Among the many shibboleths of the Old School Renaissance, few are as enduring as the rejection of "story," "plot," and "narrative" in roleplaying games. These terms are often treated like contaminants, indicators that something has gone awry in a campaign or adventure. Speak of "story" without the usual ritual denunciations and you're liable to be accused of abandoning the principles of old school play.

I understand where this aversion comes from. Since the earliest days of this blog, I've often shared it. At the same time, I don't believe stories have no place in roleplaying games. However, like many others, my earliest experience as a roleplayer were from a time when attempts to inject "story," – by which I mean a deliberate, authorial structure of rising and falling action, dramatic turning points, and satisfying resolutions – were usually ham-fisted at best and outright railroads at worst.

There’s a reason why one of Grognardia’s most widely read (and most frequently argued about) posts is “How Dragonlance Ruined Everything.” The post touched a nerve because it spoke to something many of us experienced firsthand: modules and campaigns that confused narrative structure with narrative control. These were adventures where the outcomes were preordained, its dramatic beats carefully plotted, and the players expected to play along rather than play through. The referee, in such cases, became less an impartial adjudicator and more a frustrated novelist trying to drag the player characters through a plot that offered very little in the way of choice. Unsurprisingly, this left a bad taste in the mouths of those who cherished the open-ended freedom of the early days.

But here’s the thing: an emergent story is still story.

Take my House of Worms campaign for Empire of the Petal Throne. More than a decade of weekly play has produced a very detailed chronicle of events, consisting of actions taken, choices made, consequences endured, victories won, and, occasionally, defeats suffered. None of this was plotted out in advance. Most of it arose organically, through the interaction of player decisions, random tables, misread intentions, and lucky – or bad – rolls. Yet, looking back, I can trace arcs and patterns. I can recount the rise and fall of rivalries and the strange twists of fate that brought certain aspects of the campaign to greater prominence while others dropped away. I can talk about betrayals and reconciliations, discoveries and reversals. That’s a story. It may not be a tidy one. It may not resolve neatly – but it's a story nonetheless.

Too often, I think certain strands of OSR thought fails to acknowledge this and I don't exclude myself from this criticism. In rejecting plotted stories, we too quickly rejected the very idea of story itself. However, stories don’t have to be plotted. They don’t have to follow the Hero’s Journey. They don’t even need to have a central protagonist. They can simply emerge from play, from the piling up of decisions and consequences, the unpredictable results of dice rolls, and the slow evolution of characters over time. This is, in my view, one of the greatest strengths of the hobby.

Likewise, many classic modules – yes, even old school ones – contain what we might call a plot, even if it's implicit or only lightly sketched. A fortress inhabited by giants who've been raiding civilized lands is not just a list of rooms and monsters. It's a framework for conflict, danger, and mystery. It implies certain questions and challenges: Who are these giants? What do they want? Why are they raiding the lands of Men? These questions don’t force a narrative, but they do provide the raw material out of which one might grow. A good adventure isn’t inert; it suggests motion and consequence, even if it doesn’t prescribe them.

That’s where I think the OSR’s kneejerk hostility to “story” often goes astray. It’s an understandable overreaction, but an overreaction nonetheless. It’s shaped by the bad experiences of railroads, boxed text, and scripted scenes. However, in pushing back against those things, we risk throwing out something valuable. If we mistake any form of narrative structure for narrative imposition, we blind ourselves to one of the most powerful and rewarding aspects of roleplaying: the ability to discover a story in play, rather than impose one from above.

The truth is that most open-ended, player-driven campaigns do produce stories. Often, they’re some of the most compelling stories in gaming, precisely because no one saw them coming. They're not crafted to deliver a message or to hit emotional beats on cue. They arise naturally, shaped by the decisions of players and the impartial logic of dice. We should be able to recognize that without fear. Story isn’t the enemy; control is. Let the dice decide, let the players choose and the story will take care of itself.

11 comments:

  1. James,

    I don't know how you do it, but yet again your insight cuts through like a vorpal sword. Very clear and concise. We done, sir. I couldn't have put it any better.

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  2. I capitalize Narrative for a reason. The lurking shadow that has possessed almost all other institutions, wearing the former tropes like a skinsuit converges towards its dream of eternal darkness:

    Journalism has been replaced by Narrative. Industry has been replaced by Narrative. Community has been replaced by Narrative. And yes, story has been replaced by Narrative.

    We have kept our mouths shut and our heads down in a society operating - seemingly - as it always has, hoping to find an ally who remembers what life was like before the insidious tendrils of Narrative began to overtake our friends and family and co-workers, slowly overtaking them, now playing them like puppets.

    Finally, we find someone we recognize from Before, a mustachioed, curly haired professor who looks an awful lot like Donald Sutherland in 1978. We approach cautiously, hopefully, thirsting for the connection to the people we were born to be, only for his eyes to widen, his finger to point, his mouth to gape, and for the inhuman howl of the Narrative to pierce and condemn us.

    I do not recall you, ever once - of all people, oh Keeper of the Pulp Fantasy Library - to have eschewed story. It has always been the bleak and soulless Narrative, the Lie of the Last Age, the Grand Illusion, the Great Deception, deceiving even the Elect, were that possible (and it is!), the converging, suffocating Outer Darkness, the Void against which the lonesome grognard takes his final stand.

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  3. "Let the dice decide, let the players choose and the story will take care of itself."

    That's the crux of the matter. Along with that goes some advice for DMs. Don't be afraid of the player who questions what's going on. Invite that sort of inquiry, encourage it, and riff on it.

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    1. "Riff on it" - that's pretty much the distilled essence of a good DM right there. Give them something, see what they do with it, then do something with the dice. See what the dice do, see what the players do, and then do something else.

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  4. Jim Hodges---
    I had no idea story, plot, narrative were looked down upon. I don't know I ever encountered that prejudice in my experience and never felt that way myself, so it's a puzzling thing to learn about today.

    As for Dragonlance, it's not so much that my crowd blamed it for anything, it's more that by then we'd moved on and Dragonlance belonged to our younger brothers' era.

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  5. “But here’s the thing: an emergent story is still story.”

    But what it isn’t is plot. You’re sort of redefining what people who play story gaming mean by the term. “Let the dice fall where they may” is antithetical to that culture.

    “Story Now” isn’t about letting the dice fall where they may. The term “murder hoboes” wasn’t created to “let the players choose”. The mechanics of story games were not created to let “the story… take care of itself.”

    Humans will never, by definition, stop turning things that have already happened into stories. But there’s a giant abyss between the plot-driven, even script-driven, mindset of storygaming and what we’ve come to call roleplaying.

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  6. All games have story or plot. That's not the issue. The issue is "how is our story created?"

    Predetermination is the real problem. Players must have free will and their actions must be able to affect the game and its direction.

    That's it.

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  7. The only story told from a session is that which the players tell about what their characters have done, and they will only care when they have had some agency in their character's actions. But the dividing line on agency is heavily dependent on the group and the player's expectations. Both sides have to understand their role in contributing the story at the table.

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  8. It's not just the OSR that has this conversation. Scholars who study games and stories have been battling about it for a while. https://web.mit.edu/~21fms/People/henry3/games&narrative.html

    The way I think of this is that there is a story that happens before the game starts. That's the contextual framework that sets up the game. Then the GM asks, "What do you do?" That part is a game but has structure in common with stories. Someone wants something (treasure). They can't have it (monsters). They do something about that (kill the monsters). They get the treasure (resolution) and take it back to the citadel (denouement). Since the outcomes of those events are governed by rules and game mechanisms they are a model or simulation more or less. Afterward, the story we tell about those events is the story of the game session.

    One spot where story and game play is intermingled is when the DM or adventure designer inserts a piece of the back story so that the players can make an informed decision about their next move. A mural on the wall depicting the story of a battle that contains a clue for the players to follow to another adventure location.

    Another place where story gets a bad wrap is using storytelling tools (description, oral storytelling techniques like funny voices or non-verbal gesturing and the like) to communicate more effectively and in a way that is emotionally and visually engaging. Some players poo-poo that as "acting" when it's an effective way to maintain attention and create emotional resonance with the players.

    In short, I agree. Good post.

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  9. The game master has to be flexible too. You add one detail to a random NPC in the tavern about how he’s a veteran of the Frost Wars or something, just to add a little color to the scene, and all of a sudden your players are locked in on this guy and ignoring the wizard you thought they’d hire on with.

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    Replies
    1. "You fought in the Clone Wars?" <------ The line that launched a thousand ships.

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