This article is descended from an article I wrote several years ago about plotted games, based on my interpretation of a book by Georges Polti called The Thirty-Six Dramatic Situations. There are several other improvisations on my article floating around the internet, and at least one independently written article similar to it. Parts of the Story Assuming a RPG is like a story, what are the different structural parts of the story and how do they work in the RPG? Plot. Those who argue against storytelling within rpgs seem to say the GM's only jobs are setting and character (and maybe dialogue) and plot isn't important, much like slice of life writers argue with more traditional writers over the proper structure of short stories. The Basic Plots Each short plot description starts with the title of the plot pattern. RPG scenarios IMHO too often tend to be Daring Enterprises: The PCs bravely go on a quest to bring back some priceless relic and enough gold to give a hundred horses hernias.
Story Design by Layer I | The Official RPG Maker BlogAsk a dozen RPG fans what the most important part of an RPG is and eleven of them will probably respond with the same thing: Story. That’s not to say that you can skimp on the other portions of the game, but it does mean story should be a major concern. When discussing the story of an RPG, I think the first thing to do is define what we mean by story. The definition I play to use for this tutorial is this: Story is the combination of the setting, characters, and plot, and how they interact with each other. While the individual parts are important, the most important portion is the interaction. There are many ways to write a story, but the way I’ve personally found to be most successful for me is what I call Design by Layer. In Design by Layer, instead of fully fleshing out every detail as you go through your plot, you start with the broadest strokes of the entire story, then go through it over and over adding more and more detail. Metal Gear Solid has two major obvious themes. !