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I must admit I’ve been thinking about the ‘narrative’ aspect in games and I’d argue it’s not scale but the player who decides to go down that route.
Some will name every unit and every single person when given time and inspiration strikes them.
Others will only do the high level stuff.
You can’t force a narrative onto players, but players can create a narrative out of any game(system).
Those that lack ideas of their own can be helped by a rules light narrative campaign system. It never needs to be more than “this is the map / these are the regions / if you win you get to decide where to fight next”
There are players out there who will play games as a pure mechanical excercise.
I’d argue that these are the ones that are likely to ‘break’ any campaign system that gives advantages as they are playing the system and not the game.
@oriskany that campaign in both FoW and Bolt-Action was great. It was that tiny bit of extra that made the games a bit more fun to play.