Hidden 6 mos ago Post by Pristine1281
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Pristine1281 Long-time Roleplayer

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I've been doing Written RPGs now for 25 years. Most RPGs I've participated in and created have been Narrative driven RPGs. I started getting into this stuff to help improve my writing skills since creating stories is a hobby of mine (I once considered it as a career choice, but that never panned out). In recent years (like almost the past 10 years), I've seen more RPGs that are mostly char driven. Now they have been around for 25, but it seems more players are into those types now because it's easier to 'get into'. There still a narrative in these RPGs, but there's no real end goal and the GM comes up with ideas along the way. I still love char progression, but I find it easier to create stories where there's an actual conclusion.

So I was curious how y'all feel about RPGs with strong narratives? I ask because I'd like to create an RPG here, but I am still on the fence because I don't know how people feel about a narrative driven RPG.

Thanks!
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Hidden 6 mos ago 6 mos ago Post by Byte
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Honestly? A strong narrative can work provided it doesn't prevent players from adding their own little things into the mix. I think the reason sandbox- / character-focused roleplays are popular is because it's all up in the air what happens next and relies on everyone adding their own flavour. After all roleplaying in general is a collaborative effort, and being too focused on the actual story beats might put some players off from joining because they may as well be playing expected beats and not contribute anything that's entirely of their own making.

I liken it to tabletop. The GM knows the general beats, has a story and a world to explore and tell, but the players actions have a lasting impact and consequences - literally shaping the world in small ways while maintaining consistency. Which is personally what I prefer when joining roleplays. Some rules and pre-determined ideas and goals, but allowing some deviation and player input.

tl;dr: Strong narrative is fine for me, but allowing player input and agency that adheres to world rules.
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Hidden 6 mos ago Post by Pristine1281
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Pristine1281 Long-time Roleplayer

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OH! I definitely think taking players' ideas into account is important. Like I have the major plot points in my head. But how we get to those plot points is where things differ. Like I also want to give players as much creative freedom as possible.

Thanks for the feedback!
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Hidden 6 mos ago Post by Letter Bee
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Letter Bee Filipino RPer

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I agree with what Byte said; a balance is needed between narrative and player agency/freedom.
Hidden 6 mos ago Post by Hope Lover
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Hope Lover Hopeful Romantic

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I feel your concerns, honestly. Sandboxing isn't something I'm into; I love going into a game when I know that there's going to be a beginning and an end (of course, that ending is to be discussed with your partner(s)). Sandboxing is too aimless for me, and I have little incentive to engage in it. I love telling a story.
Hidden 6 mos ago Post by Pristine1281
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Pristine1281 Long-time Roleplayer

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Thank you folks for the replies. I do enjoy hearing different perspectives.

One of the struggles I feel narrative RPGs do have is when players leave. I've yet to be in an RPG when a player doesn't leave. What makes it tricky is if a char plays a certain role and that player leaves, you need to find another player to create a char to fill that role.
Hidden 6 mos ago 6 mos ago Post by Mas Bagus
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I have been GM-ing RPs that most people would call an RP with a strong narrative. It is a constant learning curve for me to balance player agency and the flow of my story.

But it is actually the least difficult part of it.

Yes, you get it right, player ghosting is one of them.

I have learned that, in an RP where the GM provides the direction of the story, this kind of RP, if managed improperly is exhausting and high-risk for the GM. The weight of seeing the RP gets abandoned is like watching a half-finished construction that keeps being there. And all it takes is just a simple misunderstanding or expectation mismatch to have it burned to the ground.

I started off as the kind of GM who tries to cater to as many playing styles as possible, and after 4 years, I now know what I have been doing is a mistake. Vetting is as important as running it. Expectations need to be aligned thoroughly in session zero. Communication between the GM and players is very important, really.

I have come to terms that doing a narrative-driven RP means the size of my table would be small, and it is actually an acceptable trade-off. The effort of running a narrative-driven RP does not mean neglecting player agency, but boundaries need to be set that everyone joining agrees that we are working together to write a particular theme that we have agreed upon when joining the particular RP. This might sound intuitive, but in my experience, it is often harder than it looks. And for some, it might look like a railroading being advertised upfront.

This is my experience for the past 4 years; you might have gotten over these hurdles, while I am still figuring it out. So I want to know as well if my pivots are sound.
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