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EMERGENT
NARRATIVEWhat We Can Learn From Dungeons & Dragons
@stefangrambart
Noots
I’ve always been a storyteller at heart. D&D, Improv, etc.
Earliest examples of storytelling date back to prehistory.
Serra da Capivara cave painting
Oral storytelling traditions are found in the roots of every culture.
David Geister
SO… WHY STORY?Why do we listen / read / watch / play them?
To experience 

emotion in safety.
Stories transplant us into situations without danger.
To gain some 

insight about life.
To learn about people, places, things, and events.
To experience
excitement.
Action, adventure, and/or adrenaline.
AUDIENCE NEEDS
In roughly equal doses
Em
otion
Exposition
Action
STORY
NARRATIVE MODELSUnderstanding how stories are told.
LINEAR NARRATIVE
Story unfolds without input from the audience
‣ Authorial techniques create drama and
elicit emotions.
‣ Author has total control over the direction
and outcome of the plot.
BOOKS
George R. R. Martin
FILMS
New Line Cinema
TELEVISION
MTV
GAMES?
Eidos Interactive
By definition, games are
inherently interactive.
But…
NOT ALL GAMES 

TELL STORIES
Games can rely on
gameplay mechanics
to drive interaction.
UNCHARTED 4Cinematic Action-Adventure
Naughty Dog
Naughty Dog
“It has a very specific
ending that’s very definitive
to the franchise.”
- Neil Druckmann
Creative Director, Naughty Dog
In order to keep the story moving forward,
failure is not an option.
DRAGON AGEAction Role-Playing Game
BioWare
BRANCHING NARRATIVE
The audience chooses from pre-authored storylines
‣ Audience can make decisions about how
the story progresses.
‣ Every choice creates a new storyline.
Complex branching narratives will experience
EXPONENTIAL GROWTH
SKYRIM“Open-world fantasy epic”
Michal Kus
244Story-based quests
Michal Kus
8%Form the main story
TANGENTIAL NARRATIVE
The audience can explore optional story content
‣ Essentially a linear narrative with optional
supporting story branches.
‣ Branches are self-contained, and have
limited effect on the main plot.
Michal Kus
What Skyrim does is create a
believable world the
audience can explore.
WALKING DEAD“Every choice matters”
Telltale Games
Every decision in Telltale Games’
WALKING DEAD: SEASON 1
Narrative where the branching paths never deviate too far or 

too long from the main storyline.
ELASTIC NARRATIVE
Branching storylines integrate back into the plot
‣ Decisions create new branches that
invariably fold back into the main storyline.
‣ Consequences don’t deviate too far from
the main plot.
Telltale Games
Telltale’s Walking Dead is about
making hard choices.
Consequences are real and meaningful, but the author has
a very specific and engaging story to tell.
Telltale Games
“choices should feel
meaningful, permanent,
and tailored to your story”
- Joshua Rubin
Writer, Telltale Games
Supergiant GamesDontnod
ThatgamecompanyQuantic Dream
STORY-DRIVEN GAMES
In all of these models, the storyline suffers from
PREDESTINED
OUTCOMES
Is there a narrative model wherein exists
spontaneous,
collaborative
storytelling?
Larry Elmore
Zero Charisma
Tabletop Role-Playing Games have provided fantastic 

story experiences since the late seventies.
CreditCredit
A variety of RPG rulesets, spanning countless genres and settings.
The rules, setting, and mechanics become a
framework for 

building narrative.
EMERGENT NARRATIVE
Spontaneously created storylines
‣ Infinite options collapse into a single
storyline as decisions are made.
‣ True collaboration between author and
audience.
Canadian Improv Games
RPGs are a lot like a seated version of Improv Theatre
Canadian Improv Games
IMPROV
MISCONCEPTION
When and improv troupe asks the audience
for suggestions, there’s interaction, but the
emergent narrative is actually created
between the players onstage.
If an improv troupe could collaboratively
improvise a scene, bringing a story to life -
but without suggestions, the audience
would never believe it wasn’t rehearsed.
Meanwhile, any improvised scene is
created by the players, in character,
without the ability to plan or discuss its
direction or ultimate outcome.
Drachenfest
Add fantasy back into improv, and it’s essentially LARPing!
Collaborative storytelling allows for
DYNAMIC
OUTCOMES
Wizards of the CoastTSR
Modules give the Dungeon Master a pre-made story to follow,
Dice Shaming
but things don’t always as planned.

The players and the dice are unpredictable.
Dungeon Master Tip #1
ASK QUESTIONS, 

USE ANSWERS
Wizards of the Coast
Steve Wang
THE FOUNDING OF
SHITSBURG
We were starting a new campaign and the
player characters began in a run down city.
I described its lack of comforts, how the
buildings were run-down and neglected
and the townsfolk were downtrodden.
I then asked “What’s it called?”
One player replied “Shitsburg!”
Following groans and protests from the
other players we decided on a more story
appropriate name.
CNN
Steve Wang
Over the course of a few adventures, I
continued to get the players to fill in details
about the town:
• The name of their favourite Inn, details
about the owner and his staff.
• The nature of an annual festival that
seems to be the only joy this place and 

its people ever see.
• A vast criminal empire lurking just out of
reach of the meagre law enforcement.
• Various rivals for the player characters,
and some allies as well.
PLAYER AGENCYPlayers’ interactions have a meaningful impact.
Dungeon Master Tip #2
EVERYTHING 

HAS DETAIL
Wizards of the Coast
(or does it?)
ArenaNet
THE ADVERSARY
As a novice DM, I would spend hours
creating characters beforehand; creating a
history, interesting quirks and cool abilities.
In one case I created a villain I planned on
using to harass the PCs time and again,
leading up to a final confrontation.
But I had grossly underestimated the
players’ ingenuity, and they managed to kill
him off in short order.
All that work for nothing.
To make matters worse, later in the session
a set of bad rolls nearly wiped out the PCs
in a random encounter with a troll.
Everyone forgets the Adversary, but
remembers the troll, whom the players
named…
Marshmallows For Breakfast
ALPHONSE THE TROLL OF 

INDETERMINATE BACKSTORY
Suck it!
I spent so much time
building out a 

single character,
I couldn’t pivot to the needs of the story.
Now, I Write
Characteristics,
Not Characters
Applying them as needed
When the players
APPROACHa story element, I start to ascribe it characteristics 

from my lists. The element grows more detailed 

the more it is approached.
Dungeon Master Tip #3
USE WHAT 

MATTERS MOST
Wizards of the Coast
Steve Wang
Back in Shitsburg, I needed an inciting event that would get the PCs
to leave town and head for a larger city…
Marshmallows For Breakfast
Suck it!
WITH FIRE
Luckily Alphonse was still around, so I decided he’d raze the town 

in a fit of vengeful wrath.
Mathieu Latour-Duhaime
To my surprise, destroying the town 

the players had helped build created a
strong emotional
reaction.
THE ACT IV DISASTERThe audience needs to genuinely care about what is lost.
Mathieu Latour-Duhaime
Games often make the mistake of forcing
empathic connection.
Bethesda
Leveraging past decisions at key plot points creates
agency conversion.
DRAMATIC AGENCYNarrative outcomes create emotional responses.
HOW CAN THIS
WORK DIGITALLY?Sure it works at a tabletop, but what about on a desktop?
FIVE ACT STRUCTUREIt was good enough for Shakespeare…
Act I: Setup
Introduce the character, their desire, and their world. Create the familiar.
Act II: Setting Out
Send the character on a journey (not necessarily physical) Create the unfamiliar.
Act III: Set Piece
This is where you give the audience what you promised them. The movie poster.
Act IV: Setback
Disaster! The Character’s karma is all wrong.
Act V: Settling The Score
Karma is paid off.
The 36
Dramatic
SituationsBy Georges Polti
Mela Muter
Rivalry of Kin
The Object Of Rivalry
chooses the 

Preferred Kinsman over the
Rejected Kinsman.
Georges Polti
LEFT 4 DEADThe Director
Valve Corporation
Valve Corporation
The Director follows how you play the game and creates tension and
moments of action when you’re in a lull.
SHADOW OF
MORDORThe Nemesis Engine
Monolith Productions
Monolith Productions
The Nemesis Engine creates enemies that behave naturalistically;
holding grudges, suffering long-term injuries, falling to cowardice,
and taunting the player character with insults.
WHY NOW?What drives the need for a new narrative model?
Storytellers knew their audience and tailored story to suit them.
David Geister
Audiences became consumers instead of collaborators.
Eidos InteractiveMTV
New Line CinemaGeorge R.R. Martin
New platforms empower the next generation as Makers
Manus VRNetflix
GoogleMojang
The Rules
•The DM will
describe a situation
and asK:

What Do You Do?
•Someone answers,
using suggestions on
screen, or making up
their own.
•Be respectful! Let’s
keep this PG-13.
•Don’t yell! Yelling
is loud. And hurts
my ears.
•Have fun! I like
fun.
Traits
Skilled
Magical
Mysterious
Joyful
Strong
Funny
Warped
Broken
Sinister
Helpful
Lazy
Strange
Foolish
Fearless
Curious
Musical
Chatty
Dim
Bright
Swift
Attributes
Newly tattooed
Dressed in rags
One-eyed
Hairy
Scaly
Gleaming smile
Scarred
Hooded
Bearded
Hooked hand
Iron Pot for cooking
Ancient relic once lost
Magnificent sword
Cursed wand
Delicious cupcake
Bag of nails
Arcane book
Polished skull
Ten foot pole
Harp (out of tune)
Glass slippers
A few coins
Things
Busy tavern
Ominous tower
Shifty bridge
Dangerous cave
Helpful store
Enchanted forest
Haunted manor
Deserted island
Shitsburg
Forlorn ruins
Comfy campsite
Lonely mountain
Darkest dungeon
Places
Boating incident
Childhood trauma
Unexpected weather
Parade
Stop, Thief!
Book
Dog
Umbrella
Wheel
Unicorn
Events
Marshmallows For Breakfast
I ain’t got
time fo’ dat!
Marshmallows For Breakfast
You can’t
beat me! lolz
Marshmallows For Breakfast
I Win!
Suck It!
Marshmallows For Breakfast
Oh noes!
I ham dead!
THANKS!Any Questions?
@stefangrambart
Suck it!

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