Painting: a lone armored traveler on a snowy mountain ridge overlooking an immense open world of forests, lakes.
GenreTabletop genrePrecursors 1987–95 (Ars Magica, Vampire, Everway); the Forge 1999–2012; PbtA from 2010

Narrative & Story Games (incl. Powered by the Apocalypse)

Roleplaying games built to tell a particular kind of story: the indie-design movement of the Forge, Dogs in the Vineyard and Apocalypse World, whose 2d6 "moves" spawned hundreds of Powered by the Apocalypse games.

Narrative games remade tabletop design in the 21st century. Ideas from this movement — partial success, player-authored facts, playbooks, safety tools, GM-less play — now run through games far beyond the indie scene.

Hallmarks

  • Rules designed to produce a particular kind of story, theme or emotional experience
  • Shared narrative authority: players invent facts, frame scenes, or take turns as GM
  • Resolution that yields partial success and "success at a cost," not just hit or miss
  • "Fiction first": describe what your character does, then find the rule that applies
  • Short, focused games — often a few sessions — with a clear premise
  • Creator-owned, small-press and crowdfunded publishing

What it is

Narrative roleplaying games — also called story games or, loosely, indie RPGs — are designed around the idea that a game's rules should produce a particular kind of story. Instead of simulating a world as neutrally as possible and letting stories emerge, they point every mechanic at a theme: moral judgment, desperate survival, a crew's slow corruption, a doomed romance. Many share authority that traditional games reserve for the Game Master: players may invent facts about the world, frame their own scenes, or take turns running the game, and some games have no GM at all.

The largest family within the movement is Powered by the Apocalypse (PbtA), games inspired by Vincent and Meguey Baker's Apocalypse World (2010). They share "moves" triggered by what characters do in the fiction, 2d6 rolls with full success, partial success ("success at a cost") and misses that push the story forward, and "playbooks" in place of classes.

Origins

Story-focused design has deep roots. Greg Stafford's King Arthur Pendragon (1985) gave knights personality traits and passions that could override the player. Ars Magica (1987), by Jonathan Tweet and Mark Rein·Hagen, introduced "troupe-style" play with rotating game masters. Rein·Hagen's Vampire: The Masquerade (1991) sold itself as a "Storyteller" game of personal horror, and Tweet's Everway (1995) used cards and images to spark narrative.

The movement proper came from the internet. On Usenet in the late 1990s players debated what people wanted from roleplaying, and in July 1999 Ron Edwards posted "System Does Matter," arguing that rules shape play and dividing player priorities into Gamism, Narrativism and Simulationism — GNS theory. Edwards co-founded a website for creator-owned games in December 1999; it relaunched as The Forge in April 2001 and became the hub of a design movement until it closed in 2012. His own occult game Sorcerer, released in hardcover in 2001, showed designers they could publish and own their work.

Evolution

The Forge era produced a burst of compact, pointed games: Paul Czege's My Life with Master (2003); Vincent Baker's Dogs in the Vineyard (2004), in which young faith-enforcers judge sins in a frontier town; Jason Morningstar's GM-less Fiasco (2009). Then came Apocalypse World (2010), a post-apocalyptic game whose clear "moves" and invitation to "hack" it proved hugely generative. Sage LaTorra and Adam Koebel's Dungeon World (2012) applied the engine to classic D&D-style fantasy; Avery Alder's Monsterhearts used it for queer teen horror; by 2023 itch.io listed more than 800 PbtA products. John Harper's Blades in the Dark (2017) evolved the model into "Forged in the Dark," with heists, flashbacks and faction clocks.

The movement also changed how people play. Crowdfunding (see Crowdfunding & the Kickstarter Era) and itch.io gave small designers a market; indie games became a home for LGBTQ stories; and Safety tools such as the X-card spread from this community into mainstream play. April Kit Walsh's PbtA-descended Thirsty Sword Lesbians (2021) became the first tabletop game to win a Nebula Award.

Offshoots kept branching. Avery Alder and Benjamin Rosenbaum's Belonging Outside Belonging system dispensed with dice entirely, and the Bakers' own Firebrands framework carried their experiments in a new direction.

How to tell it apart

  • Narrative vs. traditional Tabletop Roleplaying Games: in a traditional game the GM owns the world and the players own their characters; narrative games redistribute that authority and aim their rules at a theme. D&D is designed to support any campaign; Dogs in the Vineyard is designed for one kind of moral story.
  • vs. Old-School Renaissance (OSR): the two are siblings in rebellion, facing opposite ways. OSR play trusts an impartial referee and emergent events; narrative play builds dramatic structure into the rules. Neither tolerates Railroading.
  • vs. Universal & Generic RPG Systems: GNS theory was partly a critique of generic systems; narrative games usually do one thing on purpose. (Fate, a narrative-leaning generic system, is the exception that bridges the two.)
  • vs. Live-Action Roleplay (LARP) and Solo & Journaling RPGs: Nordic LARP and journaling games share the story-game emphasis on theme and emotional experience, but move it off the table or into solitary writing.

Where to start

  • Apocalypse World — the source of the PbtA engine.
  • Dungeon World — PbtA for D&D players.
  • Blades in the Dark — a crew of scoundrels in a haunted industrial city.
  • Dogs in the Vineyard (Vincent Baker, 2004) — the Forge era's moral-judgment classic.
  • Fiasco (Jason Morningstar, 2009) — a GM-less caper that goes horribly wrong.

Marginalia

  1. Ron Edwards's essay "System Does Matter," posted in July 1999, argued that a game's rules shape the experience it produces.
  2. Edwards co-founded the online forum later known as the Forge in 1999; it relaunched under that name in 2001 and ran until 2012.
  3. Vincent Baker's Dogs in the Vineyard (2004) cast players as young religious enforcers in a frontier territory loosely based on Mormon history.
  4. Apocalypse World (2010), by Vincent and Meguey Baker, resolves "moves" with two six-sided dice: 10+ is a full success, 7–9 a success with a cost.
  5. By April 2023, itch.io listed more than 800 products tagged Powered by the Apocalypse.
  6. April Kit Walsh's Thirsty Sword Lesbians, a PbtA descendant, became the first tabletop game to win a Nebula Award.
  7. John Harper's Blades in the Dark (2017), a heist game with flashbacks and stress, launched its own "Forged in the Dark" family.

Quick answers

What is Narrative & Story Games (incl. Powered by the Apocalypse)?
Roleplaying games built to tell a particular kind of story: the indie-design movement of the Forge, Dogs in the Vineyard and Apocalypse World, whose 2d6 "moves" spawned hundreds of Powered by the Apocalypse games.
What are the hallmarks of Narrative & Story Games (incl. Powered by the Apocalypse)?
Rules designed to produce a particular kind of story, theme or emotional experience; Shared narrative authority: players invent facts, frame scenes, or take turns as GM; Resolution that yields partial success and "success at a cost," not just hit or miss; "Fiction first": describe what your character does, then find the rule that applies; Short, focused games — often a few sessions — with a clear premise; Creator-owned, small-press and crowdfunded publishing.
When did Narrative & Story Games (incl. Powered by the Apocalypse) emerge?
Precursors 1987–95 (Ars Magica, Vampire, Everway); the Forge 1999–2012; PbtA from 2010.
Where does the name “Narrative & Story Games (incl. Powered by the Apocalypse)” come from?
Ron Edwards's essay "System Does Matter" (1999) and GNS theory gave the movement its vocabulary; Vincent and Meguey Baker named "Powered by the Apocalypse" for games inspired by Apocalypse World (2010)
What are the key works of Narrative & Story Games (incl. Powered by the Apocalypse)?
Apocalypse World, Dungeon World, Blades in the Dark, Ars Magica and Vampire: The Masquerade.

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