Yora
Legend
One thing that has been bothering me for years now about stories in RPG adventures and campaigns is that it overwhelmingly takes the form of a more or less complete script being written that covers all the relevant plot points and sequence of scenes before the players even enter the picture. Written adventures have already laid out what will happen, in what places, in what order. The GM has a very good idea how the last scene of the adventure or campaign will play out before the players even make characters. Sometimes there are branching paths in the script, or a number of locations can be visited in any order or skipped at all, but even then the scenes that will happen have already been written. Maybe there will be NPCs who might live or die in a given scene, but either way they are probably not going to be relevant after that either way.
What these types of campaign do is to put players in the position of an audience that is being told a story. It doesn't make meaningful use of the unique aspect of RPGs that makes them special as a medium of the world and NPCs being controlled by a GM who is right there and can have them react to whatever the players could possibly want to make their PCs do. It also typically puts the PCs in the role of pawns for other NPCs, and in the worst case only bystanders to the story of other people. When we are playing an RPG and preparing a campaign, we have the unique opportunity to create stories that develop as the direct consequence of the players choices and decisions for their characters. If the outcome of a scene is already pretty much fixed because there already exists a follow up scene that depends on a specific outcome, I think we are genuinely playing RPGs wrong.
Now one solution to deal with this situation is to go all in with a sandbox approach. There's a map with sites of interests on it where the players can get points to advance their characters, and the players are completely free to go to whichever places they want, deal with anyone they encounter in whichever way they please, and whoever might live or die as a consequence of these encounters will not cause any disruption to the game. The limitation of this approach is that even though it gives players full freedom and can create really fun and memorable scenes or sequences of scenes, these stories are generally short and not very much interlinked with each other, other than having happened to the same PCs. It does not tend to generate the grand stories of great struggles and intrigue that we commonly see in fantasy and sci-fi fiction.
Dungeon crawling to hunt for treasures or explore the magical wonders of old ruins can be great fun, but ongoing conflicts with regular antagonists is a different type of fun and excitement that also is really appealing.
I think the platonic ideal of a great RPG campaign is one that takes place on a grand stage and revolves around the PCs struggling in an ongoing conflict against groups of NPCs, while also having the players ideas, plans, and decisions determining what path the story will ultimately take.
How can we get there?
I think the most helpful thing I've come across in that regard has been Apocalypse World with its Fronts/Threats system and Progress Clocks. But AW is certainly a "special" kind of RPG in every sense of the term and designed to be an almost no-prep game. Stuff just happens and we enjoy the ride as the chaos unfolds. Also a cool idea to approach campaigns, but I don't know how much this could really carry a campaign with a larger scope in mind.
I pretty much dropped the idea of planning story for campaigns when I made the turn towards sandbox campaigns, and I think before that I barely had any clue what I was doing as a noob GM who only knew D&D 3rd ed. and Pathfinder. So I'm still facing this with a pretty much empty toolbox of my own yet. What's been happening out there in the world of player-driven narrative games?
What these types of campaign do is to put players in the position of an audience that is being told a story. It doesn't make meaningful use of the unique aspect of RPGs that makes them special as a medium of the world and NPCs being controlled by a GM who is right there and can have them react to whatever the players could possibly want to make their PCs do. It also typically puts the PCs in the role of pawns for other NPCs, and in the worst case only bystanders to the story of other people. When we are playing an RPG and preparing a campaign, we have the unique opportunity to create stories that develop as the direct consequence of the players choices and decisions for their characters. If the outcome of a scene is already pretty much fixed because there already exists a follow up scene that depends on a specific outcome, I think we are genuinely playing RPGs wrong.
Now one solution to deal with this situation is to go all in with a sandbox approach. There's a map with sites of interests on it where the players can get points to advance their characters, and the players are completely free to go to whichever places they want, deal with anyone they encounter in whichever way they please, and whoever might live or die as a consequence of these encounters will not cause any disruption to the game. The limitation of this approach is that even though it gives players full freedom and can create really fun and memorable scenes or sequences of scenes, these stories are generally short and not very much interlinked with each other, other than having happened to the same PCs. It does not tend to generate the grand stories of great struggles and intrigue that we commonly see in fantasy and sci-fi fiction.
Dungeon crawling to hunt for treasures or explore the magical wonders of old ruins can be great fun, but ongoing conflicts with regular antagonists is a different type of fun and excitement that also is really appealing.
I think the platonic ideal of a great RPG campaign is one that takes place on a grand stage and revolves around the PCs struggling in an ongoing conflict against groups of NPCs, while also having the players ideas, plans, and decisions determining what path the story will ultimately take.
How can we get there?
I think the most helpful thing I've come across in that regard has been Apocalypse World with its Fronts/Threats system and Progress Clocks. But AW is certainly a "special" kind of RPG in every sense of the term and designed to be an almost no-prep game. Stuff just happens and we enjoy the ride as the chaos unfolds. Also a cool idea to approach campaigns, but I don't know how much this could really carry a campaign with a larger scope in mind.
I pretty much dropped the idea of planning story for campaigns when I made the turn towards sandbox campaigns, and I think before that I barely had any clue what I was doing as a noob GM who only knew D&D 3rd ed. and Pathfinder. So I'm still facing this with a pretty much empty toolbox of my own yet. What's been happening out there in the world of player-driven narrative games?