This post really encourages me as a GM. I lean into emergent narratives when running games. Strictly sticking to only what what's written in the adventure module or scenario (aka railroading players) is boring. I don't enjoy these type of sessions as a player, so why would I enjoy them as a GM?
I recently was introduced as a player to External Containment Bureau. Everything was made up based on the randomness of dice rolls, player agency, roll tables, etc. It didn't have a satisfying ending. I wanted to enjoy the game, but it fell flat for some reason after the first session (out of three total). I'm not sure if the GM was too new to the system or if he left something crucial out. It has potential, so I may revisit it again in the future.
That makes sense. Based on the poll "a satisfying ending" is the most important part of an emergent narrative (~37%). After all the randomness, the person running the game needs to somehow bring it all home and land that plane! :)
Brindlewood Bay and its cousin The Between are excellent examples of emergent mysteries, literally created by the players and verified by a dice roll, with modifiers for the number of clauses that have been tied in to the solution and the difficulty of the problem. I’m not sure why gumshoe is included though because it’s very much a “clues designed up front” system. The key idea there is that you don’t roll to find clues, you automatically find them. I know someone working on an emergent mystery inspired by the famous 5 stories, but that is still in development.
This post really encourages me as a GM. I lean into emergent narratives when running games. Strictly sticking to only what what's written in the adventure module or scenario (aka railroading players) is boring. I don't enjoy these type of sessions as a player, so why would I enjoy them as a GM?
I recently was introduced as a player to External Containment Bureau. Everything was made up based on the randomness of dice rolls, player agency, roll tables, etc. It didn't have a satisfying ending. I wanted to enjoy the game, but it fell flat for some reason after the first session (out of three total). I'm not sure if the GM was too new to the system or if he left something crucial out. It has potential, so I may revisit it again in the future.
Hi, and thanks for the comment!
That makes sense. Based on the poll "a satisfying ending" is the most important part of an emergent narrative (~37%). After all the randomness, the person running the game needs to somehow bring it all home and land that plane! :)
Brindlewood Bay and its cousin The Between are excellent examples of emergent mysteries, literally created by the players and verified by a dice roll, with modifiers for the number of clauses that have been tied in to the solution and the difficulty of the problem. I’m not sure why gumshoe is included though because it’s very much a “clues designed up front” system. The key idea there is that you don’t roll to find clues, you automatically find them. I know someone working on an emergent mystery inspired by the famous 5 stories, but that is still in development.
Brindlewood Bay gets so much praise! I really need find a way to try it out.
Good catch on Gumshoe. I made an edit to clarify above. Thank you!