So I've been on Twitter for awhile now.
No, come back, trust me, this is going somewhere.
I got involved in the RPG space on Twitter immediately. It's been a lot of fun, and I've actually learned a lot about design. A lot of people, it turns out, are grappling with the same issues I've been seeing. I don't agree with them 100% of the time, but it actually feels like something closer to a conversation than what I would have had before Twitter. Now, by and large, the folks on Twitter are right-wingers who like oldschool gaming. I am a storygamer with some rather deep-seated feelings of resentment against storygaming, so I engaged in some conversations and boy did some stuff get cleared up.
I define storygaming as:
Playing a game that makes a story. As in, by playing the game, a coherent narrative emerges, which the players can derive actual aesthetic enjoyment from as its own object, both in real-time and post-game.
Storygaming can be a roleplaying game (as in, there's people who are strictly playing a limited role), or in a more meta way (which I'm going to define as a storytelling-game). This is similar to how you can have a wargame proper, or a wargame that is a roleplaying game as well (see ODnD).
Storygaming solves a problem that old-schoolers don't want to acknowledge: NOT ALL OF US WANT TO PLAY DUNGEONS AND DRAGONS, SORRY NOT SORRY.
The problem isn't that storygaming exists. That's like blaming wargaming for roleplaying games's problems. Which is absolutely absurd. The problem is far more fundamental.
The central problem of most storygames is that it assumes that simply telling a story is extremely comfortable for adults, who are the majority audience for games. Without an infrastructure to attach to, what should be a very intuitive experience gets awkward, forcing one person to step up and help guide everyone through a process they don't even really know how to do anymore.
Yes, to the storygamers who are currently protesting, I am talking about the average person.
"bUt StoRyTElLinG iS NaTUraL"
Yes, it is, but not in the context of a collaborative game. Most people tell stories to others, and don't consciously collaborate. Most games give events that people craft a narrative with afterwards. Storygaming itself promises a story that you can make, and recognize, in process.
That's so fucking cool.
It's also the farthest thing from "natural" in the world. It's a really cool thing to do, but let's not pretend that collaborative storytelling outside of a liturgical or party context is natural.
How Do We Make This More Natural?
There's four ways to address this: more focused rules for narration, mechanical support, ritual, and increased objectivity, without sacrificing thematic depth.
Narration Rules
Mechanical Support
Ritual
Increased Objectivity
The Good News?
That’s exactly what I’ve been chasing with Crescendo. The Myth and Heart system gives players clear boundaries to play against (and sometimes against each other). The Weaver isn’t a dictator, but they’re also not a vending machine. The world has weight. Failure can be beautiful. And when it works, the story that emerges feels earned—not because we forced it, but because we had enough infrastructure to let it breathe.
The RPG space on Twitter (and beyond) is full of people who love this hobby for very different reasons. Some want the thrill of exploration and danger. Others want something that feels like a story worth telling afterward. Both are valid. The real failure would be pretending these desires can’t learn from each other.
So here’s my pitch: stop treating “storygame” and “OSR” as rival faiths. Start stealing the best ideas from both sides without apology. Give narration focus. Build mechanical engines that reward good play. Add ritual that helps everyone get in the zone. And for the love of all that’s holy, let the world say “no” sometimes.
The result might not be pure storygaming or pure old-school. It’ll probably be something new, a little messy, and a lot more fun.
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