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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License.“

======Work in Progress!!======«

Inspirations Baron Munchausen. For collaborative storytelling. Pantheon. Only a sentence long but still with interesting ideas. The Story Engine. Another use of descriptors and traits. Fudge. For character creation and simple system mechanics. Theatrix. For improv and interactive plot collaborations and involving the player with the back of the stage. And the plot point mechanic. Hero. For simulating the effects rather than the cause and making them fundamentals. Amber. For being diceless 🙂 Capes. An interesting competitive superhero game without a GM. The system centres around events and decisions. Only really works if players take up sides against each other though. Dogs in the Vineyard. Has some interesting uses for dice. It's more structured/constrained than Capes, and has a GM. Universalis. That does much of this but is more from the outside looking down”.“


Narrative is a collaborative storytelling game that is very similar to a roleplaying game. Although there are heavy influences of theatre sports and improv.

  • GM Optional - The game doesn't need a game master. There need not be one person in charge of keeping the continuity of the setting and judging the outcomes of actions. All the players may do this. This function is now referred to as Narrator which is a narrower function more related to setting simulation, and not task resolution.
  • Dice Optional - Random number generation through dice, cards or any other manner is completely optional.
  • World Building - The first part of the game is building the setting, creating the characters and integrating them into that setting and with each other.
  • Collaborative Plots - The story can be modified by anyone. The rules govern who can modify what and how difficult it is to do.
  • Encourages Creativity - Participating with suggestions is encouraged with game rewards. Even if suggestions aren't used.


  1. ===World Building===
    • If this is a second session in the same world, then this is actually World Reminding” or possibly “Fleshing out bits we forgot the first time”
    • The first Narrator is determined.
  2. ===Character Building===
    • If characters are the same as last session, then this is actually Reminding the other players about my character and what they did last session“.”
  3. ===Scene Setting===
    • The Narrator sets the scene and places the characters in it (or the players place their own characters)
  4. ===The Main Game===
    • Players determine the actions of their characters, taking turns to be in the spotlight.
    • Any tasks that result from their actions are resolved
  5. ===Session Resolution===
    • Post game recording of details and changes to the world or characters.

Notable Features


NarrativeNarrator - The function of the Narrator is to define settings and situations. Only one player can be the Narrator at a time. If playing an ongoing campaign set in one player's setting, then they will be the Narrator most often.


NarrativeDescriptors - A descriptor is a way to generically define skills and attributes rather than spelling them out individually (ie a descriptor of Cop would include skills in driving, detective work, interrogation and the like).


NarrativePlots - Players can invest in plot changes for themselves and others. Plot Points“ are used.”


NarrativeTasks - Task resolution between a character's actions and the setting. Or between characters. A note on Capes - I like the way they set up sides in a conflict, and the conflict can be anything in the game - from event outcomes to tasks to reactions of the crowd or random events. It is up to the players to determine what the conflict is and who is representing which side (ie if the player is controlling a supervillain, they will generally oppose the side that players controlling superheroes choose). There are some problems with this - firstly, you need sides. If there isn't at least two sides and at least one player for each side, the conflict doesn't get resolved. The other problem is that players commit at the time of the conflict determination - up until the conflict is resolved and returns are immediate. There are no partial commitments or long term commitments.

Price List

NarrativePricelist - A generic flowchart/formula for working out the prices of things.


NarrativeMusings - for ideas on storytelling


roleplaying/rulesnarrative.txt · Last modified: 2013/03/13 00:39 by