Indie games aren’t all about narrative

I hear a lot of people saying that indie games are more focused on narrative or story. This is said in implicit (or explicit) contrast with traditional games, which are more… I don’t know… gamey? It often flows from the said people having read and (IMO) misunderstood GNS theory. So here’s the thing: it isn’t true. Or at least, it’s an extremely partial view of the indie market.

Let’s start with those last two words – indie market. I use them advisedly: “indie” isn’t a design school or a brand. It’s just stuff that’s independently published, meaning creator-owned. So indie games includes some stuff which is part of the OSR, or “trad” gaming. Yes, there’s some definite trends visible in the indie market that are different from those in the mainstream market, and so it’s not entirely unjustified to talk about “indie design”. The point is, #notallindiegames, let’s not pretend they’re all the same.

With that said, there is definitely a chunk of the indie games market that could be justly called “games focused on narrative”. My own game (with Becky Annison) Lovecraftesque fits into this part of the market. It aims to emulate the structure of a Lovecraftian tale, and it bakes that structure directly into the rules of the game, at the level of the scene. The rules literally require you to play through a series of scenes in which clues are gradually revealed, before playing through a rapidly accelerating scary sequence, followed by a terrifying finale. Similarly Fiasco has story structure baked into it. There’s plenty more where they came from. These games have “story” in their bones, and you know when you play them, at a high level, what kind of story you’re going to tell.

But a lot of indie games that are not at all like this still get painted with the “narrative” brush. A prime example is the Himalayan range of indie game design, PBTA, and that’s what I’m going to focus on now- though I think it’s true of wider indie design.

PBTA (well, most PBTA anyway) does not at all do anything to bake narrative structure into the game, except perhaps at the very high level of the GM’s prep. In fact PBTA is, to my eye, extremely similar in structure to more traditional games: each player focuses on one character, using their abilities and skills as the main mechanical interface with the world, but also interacting with it through straightforwardly roleplaying a character, with outcomes adjudicated in a fairly freeform way by a GM. Yes, there are differences – what is traditionally regarded as GM advice is baked into the rules, each player skill/ability has its own custom rule, and so forth – but at a structural level it isn’t really that different from (say) D&D.

The point is, “the story” is something that only exists after the fact. You play the game, you play your character, the GM describes the world and plays their NPCs, and only after you’ve done that can you look back and say what the story was. Just like traditional games. There’s no “narrative” in this narrative game, or no more than any other RPG.

So why does PBTA often get described as being a narrative game? I mean, partly it’s a branding thing. It’s part of the “story games” movement, which is strongly identified with “narrativism”. It’s probably partly because the rules of a PBTA game engage directly with the “fiction”, and are typically designed to never be more than one step away from re-engaging with “the fiction”, either.

But “the fiction” isn’t story. The fiction is just the game world, from the places in that world, through to the characters, the situations they find themselves in, the minute details of their exact position as described by the words you speak at the table. A character walks into a bar, two pistols cocked, and challenges the bartender to a duel: that’s the fiction. That character is standing next to a honky-tonk piano as she does it: that’s also the fiction. The honky-tonk is playing “baby elephant walking” and its middle C is slightly flat: also the fiction. None of this is story per se. None of it would be out of place in a traditional RPG. And probably this character will next roll to taunt or manipulate or intimidate the bartender, and possibly later to shoot at him with those pistols, and that will all be mechanically fairly similar to what happens in a traditional game. And again, not story.

I think it all comes back to the decision to describe one of the three prongs of GNS as “narrativism” or “story now”. Narrativism isn’t (as I see it) about focusing on “the story”. It’s about playing to engage with human issues, in such a way that it’s more likely to make a compelling story. But “the story” per se still arises from micro decisions that you make during the game. “Story now” is so called because you get straight to the interesting bits of a story, not because you in some sense consciously try to generate a story. I’m aware that like everyone else I’m no doubt misinterpreting goddamn GNS; but no RPG theory article is complete without that, is it? The point is, narrativism isn’t about turning roleplaying into story writing, and by the way (most) indie games are mostly not especially narrativist except to the extent that they empower you to play that way if you want to.

So what? Isn’t this just a tedious argument about semantics? Probably at some level it is. But I think probably some of the holy wars of the roleplaying community – the imagined conflict between OSR and indie and trad, for instance – are rooted in these wrongheaded ideas about indie. And I think the idea that indie games are “about story” makes them seem kind of intimidating and highfalutin to players who are used to D&D. The truth is, they are different from traditional RPGs. They do play differently – otherwise they would be the same game. But they aren’t a fundamentally different “story-focused” thing, so if you’ve heard tales of scary story games, those tales are wide of the mark. Maybe it’s worth giving them a try.

Designer Diary: Space Askew

I’ve long had an interest in designing a Dream Askew hack, thanks to very positive experiences playing the game tempered by some issues that I wanted to address. I’ve been tinkering around with this concept for quite a while, and finally managed to get a working prototype to a playtest this weekend.

The game is currently a fairly thinly reskinned version of the original, since I want to concentrate on streamlining and reworking the design framework. But I didn’t want to just copy Avery’s game, so I’ve changed the setting. Space Askew is set in the belly of a space station, where outcasts and misfits live in the shadows below a more prosperous settlement.

What’s changed?

  • I felt that DA would benefit from some more in the way of relationship-building in setup. I’ve added a set of Hx-style relationship seeds to choose from, and some Hillfolk-style unrequited desires. In both cases the process involves choosing something yourself, then asking another player a question, the answer to which provides a completed background element.
  • I wanted a clearer and more intuitive set of MCing guidelines for running the Situations. I’ve brought the MCing system a bit more back towards the way Apocalypse World works, supplementing each Situation’s Principles and Moves with a set of general Principles and Moves, and giving clear guidance for when an MC makes Moves. The Principles are a bit different from AW’s, focused more on small-scale interpersonal drama than constantly shifting external threats.
  • I’ve placed question-asking at the heart of the system. When you want to create a bit of content for the world (a character, a location, a piece of technology, a rumour…) you don’t create it yourself; you ask someone else about it. This is true in setup and during play.
  • I’ve created a more developed process for deciding what scenes should focus on, and for deciding who is MCing at any given time.
  • I added a very simple harm system. Whenever someone tries to inflict harm on another character, they say what they’re doing in the fiction, then ask someone else what the outcome is. I want harm to be kept simple and fiction-based, and I want the decision to inflict harm to recognise that, once the bullets start to fly, you can’t entirely control the resulting pain and injury.
  • I’ve switched the psychic maelstrom to a Battlestar Galactica-esque set of gods who you make sacrifices to and petition for aid.
  • I’ve added a new skin called The Foundling, who was once part of a networked hive mind connected to a parent AI and has somehow become separated from the parent. They’re a bit like the Hollow in Monsterhearts, lacking a clear identity and anxious to understand humanity.

How did the playtest go?

  • Character gen was fantastic. Beyond my wildest dreams, really. It took 45 minutes and yielded well-realised characters with charged relationships but plenty of undefined space to explore in play.
  • The play itself went well, but I think that was more a testament to the quality of my players than the system I wrote. I suspect people were relying on their own habits of running fairly systemless games rather than my rules. (The excellent setup will have helped, of course.)
  • This was partly the result of my failure to effectively teach the rules, and I’m clear that the game needs a Lovecraftesque-style teaching guide that guides you through the rules systematically.
  • It was also partly the result of information overload. I should have realised this would be a problem, because I think DA was already pretty hard work and Space Askew added a bunch of extra stuff.
  • I hadn’t fully appreciated how Play to find out and Ask questions aren’t particularly obvious or intuitive ways to play. As the only person who had read the rules outside the playsheets, I needed to do more to explain this (and the teacing guide would need to include this).

So what am I doing next?

  • I’ve already begun work to streamline the amount of information in the game, reducing the number of Principles and Moves to a manageable level, and focusing on what is really core to the game.
  • I’m going to write a teaching guide which ensures certain rules that aren’t on the playsheets gets mentioned, that key principles are explained in more detail, and that character gen is more structured.
  • I’m going to turn the Situation sheets into something a bit more resembling a character sheet, complete with setup questions.

Watch this space!