Begin and end with the Fifth World.

Principle
Begin and end with the Fifth World.
Type
Core Principle
Primary Agenda
Hunt the wild story.

When you play a board game and you take your turn, you pick what to do from a list of mechanical options, usually based on the best strategy. A story could emerge from this, and you might even play into that, but you still play the game by choosing from a list of which mechanics to engage on each turn. In a roleplaying game, you begin with the story — in this case, the story of things happening in the Fifth World. You don’t choose from a list of mechanics to engage, but in terms of what your character will do next. That decision might engage some of the game’s mechanics if someone chooses to use a ritual phrase, but they can only make that decision based on what your character does in the story. Those mechanics all bring us back to the story unfolding in the Fifth World. These mechanics can get in our way, slow us down, keep us from our goals, and introduce dilemmas that none of us wanted — as they should! We want to see how these people will overcome such challenges and setbacks. But rather than a puzzle that might produce a story, a roleplaying game plays more like a story with mechanics that keep any of us from knowing quite where it will go next.

#Examples

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