I have put a lot of thought into this the last few years, mostly because Iām quite new to story games and spend most of (whatās left of) my spare time designing stuff. I have tried to work out a framework inspired by fronts and dungeon starters that fit into a narrative structure without removing the improv nature of story gaming and the character-centric player agency driving it. This because I do think that structure and improvisation and co-exist, and even create synergies.
While it is possible to write modules to story games, there is a trade-off; if you make pre-defined content (prep?) and aim for a larger audience, you risk making stuff that will never be used. And a module canāt, of course, cover everything. As a person who invests time in a game module to run it for friends, you risk finding yourself in a situation that you havenāt prepared for, regardless if you have a module in your lap or not. Is it worth the time to try to find out?
A few questions that come to mind when digging deeper into this is;
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What is the purpose of creating/using pre-defined content in a story game?
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Which way do you intend to use it? As inspiration, as a guide, or as perfect directions as written?
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How much of the content will be unexplored or unused?
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Do you have time and motivation to adapt or improvise outside the content when you find yourself in a situation you havenāt prepped for?
I the end I guess that what matters the most is how you work and how you approach āa thing.ā We have all different styles and ways to deal with content, context, and the unknown, and there are so many other personal aspects and preferences that affect your judgment and experience from it. Personally, Iāve always been something of an improviser, never using stuff precisely as written, as I like to tinker with things. When I see a thing, like a module, I almost always start to imagine what I could do with it on my own. So to me, a module is never a box I canāt go outside, or a perfect direction I must follow, but rather the basis of my own story.
My own project Iām designing uses a simplified narrative structure similar to that of a heroās journey (impact/complication/respite/climax/epilogue) but is described and meant to be used as a smorgasbord the Gamemaster can pick anything from. I use the similar setup when I run a game; I want outline what I want to happen, but allow for any type of player interaction to turn that around if the fiction dictates it. Just because an event is planned, doesnāt necessarily mean it has to be executed in the fiction. Iām not sure it will work for the broad mass, but my hypothesis is it will support both linear and more open and improvisational play. I would love to hear what your opinion on this is.