Friday, June 5, 2026

The Real Problem of Storygaming

 


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

It all begins here. Narration in most storygames is hand-waved. "Just say what you want to do!" There are two people I know of who, upon hearing that for the first time, did not have a low-grade panic attack. It's not that narration as the core mechanic of your game is a bad idea, per se, but if it's literally just "Well, say whatever"... most adults I know lock up, at least at first. The sheer amount of choice available isn't freeing, it's paralyzing. Adults are so used to not having that many choices that handing them the whole freaking buffet line does more harm than good.

So you use rules to help focus them. Not railroad, and certainly not restrict. Focus.

A good example is my own RPG, Crescendo: your actions have to fit the Setting's Myth and your character's Heart, according to the Weaver (GM). There are standards, some of which you wrote yourself, which you can measure your actions against as you're playing. Everyone has agreed on the Myth, and the Weaver accepted your Heart when you wrote it. Since this is all based on commonly agreed tropes and personally chosen stuff, it's easy to know how successful the outcomes of your decisions will be... and whether you even care. Sometimes players will deliberately fail, because their Heart runs up against the Myth, and they let it be messy and find it fun, because it addresses what they expected in the first place.

Mechanical Support

This is the one that most storygames do a decent, even an excellent job, at. PBTA particularly, with its reactionary Moves, pushes the story in different ways, although it's easy for it to fall into a railroad. Burning Wheel's Beliefs and Artha cycle takes the conversation that is a storygame and elevates it into a complex and emotional story. Bleak Spirit's scene structure and prompts helps push the conversation into places that are easy to run with. Mechanics reacting to narration really is an amazing kick of dopamine!

Ritual

Storygames are okay at this one, by and large, but this is where certain actions are mandated, like beginning and ending session mechanics. These help get everyone into and out of trance more easily, and that cannot be underestimated. Adults have to be coaxed, wooed, into letting go and just enjoying themselves.

Increased Objectivity


This is possibly the biggest actual offender in the storygaming world.  The setting goes from being a real place that may have unexpected edges (lots of them!), to... just be fully at the behest of the players. This is honestly the most damaging thing in storygaming as a genre. If the world is to be fully shaped by player fiat, then the simulation fails one of the fundamental tests of whether it's reality or not: being told "No". This is obviously not true in all storygames, but there's plenty of them where the setting is not a real place, which can push back and tell players "No, you will have to contend with me." This is one of the things the OSR does completely right, just about all the time.

The Good News?


We don’t have to pick sides. Storygaming doesn’t need to abandon its ambitions—it just needs better scaffolding so that normal adults can actually enjoy the thing it promises. We can keep the dream of collaboratively crafting a real story at the table while giving players the structure, ritual, pushback, and mechanical teeth that make it feel exciting instead of paralyzing.
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.