The Framework
From Dungeon Master to Director of Narrative my use of the terms evolved since I bought my white box edition in 1977. I would like to suggest yet another change in concept and name. Script is the framework for a session. A script can be an old module converted or your own work. The script could be very detailed or merely outline of obstacles. In any event the script is merely the path, the progression along the path is in the hands of the players with guidance by the Director of Narrative.
Life is random, art is not. Reliance on random tables for loot, events and story advancement will not serve the dramatic arc of an adventure story. When randomness in encounters or events is useful (To wake up cast members), then it is incumbent upon the Director of Narrative to create their own tables tuned to the current story.
The script needs a dramatic structural form. There are as many dramatic formats as there are human cultures. One possible format is akin to a play with Acts and Scenes.
An act is comprised of scenes. Technically a scene is an entrance or exit from the stage (table top) of a player or NPC. Scenes introduce or resolve conflicts that should logically lead to the next scene or act. A scene might be in one location for the entire act or an act may contain many scenes spanning time and place. For simple dungeon crawling think of each encounter area as a scene and structure accordingly.
Ideally each act can and should contain several scenes and changes of location. How many depends on the plot and player choices. In any case, an act is strong if it has a beginning middle and end, so three scenes are generally a good base to work from. A scene is on the table top, but action may take place off stage. Off-stage action can be as important and fun as an on-stage scene. Narrative transition explaining travel might be very important without being a table top scene.
The basic recommended scenes for 1 Act/ 1 Session:
- Introduction of goals and context
- Introduction of obstacles
- Resolution of obstacles
Old Adage:
Find the Bear. Chase the Bear up a tree. Get the bear out of the tree.
General Game Play
In general, the Director of Narrative is the final voice on what is happening on stage. Players are suggesting stage business they feel will advance the action of the story and be true to their character and the Director of Narrative is expected to allow the action within the constraints of the environment, disallow or make a provision to attempt action using roll of dice. Players should not have to decide if something can be done, only if they would like to try.
How is this different from other TTRPG?
- Experience points for monster killing or looting gold is replaced by Drama Tokens awarded for conflict/obstacle resolution and performance. Performance does not mean funny voices it means engagement in the action while being true to the character’s goals and motivations. Of course, it may well include killing monsters and looting temples.
- No classes (Fantasy Linages are optional). Any cast member can choose any personal arc. The DN determines how those choices integrate with their world system.
- Alignment removed. The player knows who their character is and will demonstrate it by action.
- Combat uses no tables or charts. (There are charts as aids, but not to determine results.)
- Default Damage Dice is the 6d. The DN reserves the right to alter this as fits their stage.
- Core Capabilities form the foundations for determining success of certain stage business / actions.
- Different Magic Mechanics for usage and acquisition. No spell slots. Spell invention is encouraged for both the player and the DN.
- Life Force rather than Hit Points. It starts out higher but may increase more slowly.