Here is an excellent companion piece to “Agency, Fiat, and Randomness” describing one of the central issues I have with the new hotness of sharing out narrative control in games.

Game Design is about Structure

This is going to rpg be theory stuff, just so you know.

A thing I’ve noticed lately specifically at Story Games, but also on other gaming fora, is the increased acceptance and advocation of narration authority sharing between players in a roleplaying game. It’s a nice technique, but I also find that it is being recommended and utilized in ways that might have unexpected consequences that need to be considered in depth. I’ll write a short treatise about the topic here – I don’t particularly want to piss in anybody’s cereals if they find that unrestrained sharing of narrative authority brings them happiness, but it’s not correct to call it the universal panacea of roleplaying, either – there are solid reasons for refusing to introduce this technique into every single game you might ever wish to play.

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