Sunday, December 21, 2025

"Story"

I'd like to start with around and about the time the Internet first jumped into mass-interactive format, when it stepped beyond Dalnet, chat rooms and email, into webpages and search engines. In searching to self-educate about dungeon mastering and player management, I stumbled into a number of link-heavy pages dedicated to explaining real business management — self governance, attention management, stress techiques, task assignment and planning, information tools and systems, agile management, change, conflict, constraint... it's a massive, massive field. And while I rarely address those subjects in a post now, the process of understanding management on that level did correct and retrain my thinking process toward better explaining how to manage a game of D&D... but, I want to say, in an abstract way. Management as an academic approach, I'm afraid I have to say, is thick with magical thinking. Where what you want becomes true, not because it is true, but through the tautology of wanting it.

It was at that time, 25 years ago, that I first bumped into the word "story."  Beginning in the 1990s, motivational speakers like Stanley Finkelstein and later Barbara DeAngelis were preaching to large audiences paying hundreds of dollars each to be in the presence of such gurus that individuals, would-be business-people and others coudl change their lives by reframing their identities as "stories," which would make them more accessible to other people. Essentially, if you were at my seminar, I would tell you, "If you want to make it in business you're going to need others to get on board with you; you're going to need investors, you're going to need buyers, you're going to need people who can put their faith in you — and the way you can make that happen is by telling them a story about yourself. Not just any story, no, but a story about yourself that stresses why you want to succeed, and why they should believe in you, and why they want to get on board your train."

Understand: this wasn't "story" as a narrative craft they were preaching, no. I sat through a lot of these lectures on personal websites, before the invention of youtube, and it was perfectly clear they were not talking about meaning-making, but about story as a lever. As a way to influence the thought processes of others, to persuade them, to basically invent your "story" as a means of transforming their doubt into their belief. This is very much in line with Seth Godin's 2005 book, All Marketers are Liars, a huge bestseller, where he stresses that anyone trying to influence needs to tell authentic, compelling stories that resonate with an audience. The key is to create a narrative that feels true to the audience's beliefs, desires, and values. He argues that these stories aren't just about spinning facts; they're about creating a connection, something that captures attention and motivates action.

Why the word "story"... that's the question that needs to be asked here. Why that particular word, what did that word carry that made it effective and, essentially, created a massive wave in re-interpreting a quest for success? Well, the word story carries deep, culturally loaded associations. "Story" is a word that taps into something primal and universal. It connects to childhood, because we grow up on stories — whether through fairy tales, fables or family anecdotes. From an early age, stories shape our understanding of the world, teaching us values, norms and emotions. They're how we come to understand our own lives and the lives of others. So when people in business and leadership talk about "story," they’re not just talking about a narrative structure — they’re tapping into a deep, shared human experience.

But here's what we have to remember: the "story" itself that was told by those motivational speakers was NOT created to actually help anyone. It was employed to make people paying to see the speaker feel they were getting their money's work. The speaker didn't tell them what story to tell; the speaker did not provide details on how to get started with this story, or what the story ought to include, or the process of either finding it in oneself or inventing it. NO, none of that was part of the sell. The sell was to confound the listener and send them off with the idea that they knew what to do... only to convince hundreds of thousands that if they failed to do it, that wasn't because the "story strategy didn't work," but to convince them they merely didn't know how to invent the story they needed. Therefore, a great scam, as it sells a snake oil the user continues to believe in, even after it doesn't work.

Thus, long before "story" became a watchword in D&D, the word was already being used in hundreds of small amphitheatres all over the world every weekend to sell shit to morons. Thus the word "story" became this vague, magical solution that’s somehow both unattainable and completely within reach—if only they could figure it out. It's a kind of psychological trap that preys on the desire for personal success, without actually delivering anything of substance. And yet, because the idea is dressed in the familiar, comforting language of "story," it has a unique kind of power, allowing the scam to persist, even as it remains frustratingly out of reach.

The use of the word  as a central concept in D&D really ramped up around the time of the fourth edition, which was released in 2008. Around 2007, after numerous bestsellers were on shelves telling would-be self-styled business owners how to use "story" as a marketing tool, Wizards of the Coast began using the word as a marketing tool. Prior to this, while D&D had always been about collaborative narrative-building and improvisation, the language of "story" was never quite as prominent in the branding or system discussions. With 4e, though, storytelling was positioned as a key pillar of the experience. The company shouted that role-playing "was a great tool to tell great stories."  Thereafter, and to this day, the idea of "story" was woven throughout the promotional materials, discussions of campaign settings, even the rules themselves.

The timing is important. As self-help books and seminars were teaching people how to craft personal narratives to sell themselves or their businesses, D&D began to follow suit, placing storytelling at the forefront of its appeal. It worked... at least for the company. The "shared story" model permeates every discourse about the game in the present day, with the framing leaning heavily into "unfolding story archetypes" and "character-driven plots." Note these plots are driven specifically by the "character," not the player, who has next to no real agency in game play. Moreover, while the word story is used constantly, the process by which this story plays out, the manner in which the DM runs this story in-game, is never part of the dialogue. It "just happens," as it's "meant to," and those who ask too many questions are pretty much told just to go with the flow and let things happen.

It's even argued that this character-based (as opposed to player-based) model is "simpler." By shifting the focus away from the player's agency (while simultaneously protecting the character with effective plot-armour in the narrative), it promises the players that whatever happens, they are made more important by the narrative BEING important. Because the character's roles within the broader narrative are constructed by the DM, and because the players are free to "act out" the character's roles however the players want, it gives a sense of "agency" in the sense that they seem to be running the character, but since the character's success is pre-ordained, the agency is really just kabuki theatre.

Let's say my character is destined to be the character who steals the Jewel of Arimoor.  And now we're in the Temple of Arimoor... but I don't know what to do.  No problem. I have the "agency" to go to that room, pull my weapon, attack whom I wish... but in the end, the only thing that really matters is that, eventually, whatever dumbshow I put on until then, that I steal the Jewel. Even if I forget to do so, I'll find the Jewel in my pocket when we leave, because the DM needs only to create some premise for it being there. My agency doesn't matter, so long as the arc of the story is fulfilled.

This "simplifies" the game because, for the DM, it doesn't matter what you do. Sure, of course you can kill the Mratll!  Absolutely, you can leap from that pillar to the ground twenty feet below.  No problem, you can make that leap.  Nothing needs to have a consequence, because the only consequence that matters is settled. Q.E.D.

This approach removes the pressure from the DM to maintain a complex, dynamic world where player choices can truly influence outcomes. It reduces the need for deep world-building or careful management of player actions, since everything funnels toward the predetermined narrative. The characters, and by extension the players, are free to do whatever they want, but as long as the key plot points are hit, the story will resolve as planned. In a sense, it’s an experience more akin to a guided tour through a pre-arranged spectacle than a collaborative storytelling venture. And because the players don't know what they're characters are destined to do, until it happens, they get the JOY of finding out after the fact. Fun all around!

This makes the multitude of splatbooks comprehensible. The DM doesn't really need to know all the "rules," because in fact none of them are rules designed to dictate game play. They're really just sourcebooks for DMs to use in designing character/story arcs, where the players choose what "skin" to put on overtop their characters, like an avatar they wear that fits a particular pre-determined story model. My DM's story needs someone to do something that a dragonborne can. So someone in the party has to wear the dragonborne skin.  It's just that easy.

Thus is created the curated experience of modern D&D. It clearly works. It's very popular. Story is preserved as a warm, fuzzy word to describe the process, while all the other words like "collaborative" tend toward a group dynamic that conveys belonging, acceptance, friendliness and social engagement.  "I'm the dragonborne" describes that player's clear, comprehensible and most of all very important role, among persons whose "importance" is always in question outside the game community space.

The language itself does all the heavy lifting. By creating an atmosphere where people can feel valued for being themselves, where everyone is a part of a story unfolding with all of them having their parts in it, the social dynamic becomes a source of personal validation and connection. Who wouldn't want that? Who doesn't want to feel a part of a thing, whatever we call that thing... especially in what we might identify as a safe space, where we're recognised and made to feel significant?

Arguing against that, or fighting it, or disparaging it, is a losing effort. One might as well tell a group of Seahawk fans that they should just cut out that nonsense.

13 comments:

  1. Great read! I think there is some degree the more modern style frees the DM up to act less as a manager and more of a player running the world. I always enjoy when my players surprise me ..for my games the overall plan for my players evolves out of the collective gameplay and decisions of my players. For me it's like a series of evolving knobs and levers I can mess with in the story rather than a well planned story arch and narrative. I give my players problems to solve in their efforts to become the heroes...I wouldn't say I fully pull my punches in service of story but I will adjust on the fly with the purpose of creating a fair and fun experience for all the players. As an adhd DM, the more modern play style is also easier for me to keep up with...I spend less time flipping through books when I can kinda adjust the system or the narrative as it evolves.

    ReplyDelete
  2. It is amazing the interconnectedness of our culture/society.

    Great post...and one I find to be tremendously optimistic. Because, if the snake oil salesmen can have such an impact on the gaming community, it stands to reason that the process goes both ways. In other words: change the gaming community and (perhaps) you can influence the culture.

    [doesn't that make sense? If A can influence/impact B, can B not influence/impact A?]

    And, yeah...it's a tough road. But NOT (I think) as tough as converting a Seahawks fan. I've known a lot of folks who've hopped D&D editions over the years, "searching." It's a LOT harder to change someone's hometown allegiance.

    ReplyDelete
  3. There is a small little detail I think a lot of us forget when we are talking about the 'story' and 'storytelling'.

    It is what keeps us from just going and stabbing anyone and everything because we want to.

    When you are playing a game where combat is the major tool that is given to you, it is too easy become the only tool so there has to be something to restrain the choice of violence.

    I can always tell when my players get 'bored' or 'frustrated' because they start to pull out the weapons or chanting the spells. A thin mask of a story or some arbitrary pantheon of gods who are just mouth pieces for the GM's ideology, superficial at best, might not be enough to actually care.

    So the story is that barrier, the brakes against the insanity. It is the detail that is often forgotten when people talk about 'three act structures' or 'the heroes journey' or what ever other term they are wanting to sell. When the players have nothing to keep them engaged beyond a simple mechanical goal, a simple puzzle, a game of 'mother may I' or 'guess what I am thinking'... they tend to go off the rails and they do it quickly.

    So I think over the years, the smarter or at least the more scarred and jaded GMs who haven't given up after three or more decades, came to realize on some level that you need to at least be a good storyteller to keep your players from doing the destructive acts they often devolve to.

    Unfortunately, a lot of people don't learn. They know the simple summary but really fail to understand the underlying fundamentals. You can't really teach them, it is something they will have to learn like we had to learn. It is just too easy to fall for snake oil salesmen selling you a story that you don't need to think about, that you can regurgitate without really knowing why you are doing it or to what end this is going to benefit you.

    Side note: This is not just a D&D problem, this is honestly a problem I have found in a lot of games with people who run published adventure books or modules, not fully understanding the goals and intentions of the pack they are running and thus not able to make it feel alive enough to make players feel more than just waiting for their designated 'you may roll or act now' sections in between narration boxes.

    Though, I will admit, I could very much be wrong.

    ReplyDelete
  4. I'm afraid I can't get on board with this reading of the post. Business management invented a fallacious idea that suckered in people by the thousands. That's not a good thing. That fallacious idea was embraced by the company that wrecked game-based D&D. That is not a good thing. Stealing agency from the player and giving it to the DM/character, while duping the player, is not a good thing. It's a bad thing.

    That it's "easier" is based on a lie told to players who are being scammed. Not a good thing. It did not merely "change the gaming community," it polluted it, and suggesting that it can be reversed makes as much sense as arguing that with the right ingredients, I can fix a soup that someone has urinated into. And no, I don't think a "better" story addresses or fixes the problem, because D&D is a game, NOT a story.

    I don't know what's wrong with you people. You've been drinking that snake oil shit they've been selling to you, apparently. I'm sorry to have to be the one to say it: that shit will ruin your liver and your kidneys. Stop drinking it.

    ReplyDelete
  5. I am not sure what to make of this post. Is it good or bad? Do I understand the argument? Take my current campaign as an example, as I find it easy to set up straw men based on what other DMs are supposedly doing. My players are in the Pomarj. They have motivations: (1) one is currently under a geas from an Evil artifact that her character continued to use long after knowing it was Evil and could affect his thoughts, (2) two are under a quest spell (willingly undertaken) in exchange for a Good cleric casting raise dead on three of their compatriots, and this has led the party in search of another Evil artifact to keep it out of Evil hands, (3) there is a general antipathy to the Slave Lords and a desire to stop them from consolidating power and one character spearheaded the overthrow of Markessa’s stockade (module A2) because he was a slave before becoming an adenturer, (4) there is greed, which led them to ally with a band of goblins in a factional fight and led them down the Bottomless Pit of Zorth.

    There is a definite bent to all these things. While some are diversions, the general theme is that a certain goddess is imprisoned and the bad guys are going to try to free her. The PCs are interacting with this at the margins, but my plan (or hope) is that they will become more central. If they decided that they all want to teleport or sail away to their home island, I would roll with that, but realistically , I know that my players will more than likely let themselves be moved in the general direction that I want. I don’t know what the ending will be yet, but I know some key plot elements that will both be interesting to me and fun for the players to experience—in addition to the session-to-session fun of going into dungeons to kill monsters and find treasure.

    All that to say, there is story in my game, and it is generally mine, though it is influenced by the actions of the characters and the stated preferences of the players for their characters.

    Thoughts?

    ReplyDelete
    Replies
    1. Yeah. I got thoughts. You've created a series of behavioural arrangements through geas and quest magic, using your charisma and intelligence, which are no doubt high, to transform your players into willing zombies in your performance model. Well done you.

      Bad? I guess it's fine. You're players are apparently a bunch of weak-willed dependents who find nothing wrong with this, which I assume you think justifies your exploitation of their emotional need to feel... um, something. And hell, maybe it is. Maybe your players deserve to be exploited in this manner. I don't know them. If they let you do this, and apparently they do, while you preen yourself on the worthiness of your campaign's creativity on the internet, I guess I don't really have any respect for your players. So sure, have on.

      For me, I'd rather play with people who won't be pawns for this kind of thing.

      At least, for a moment, you felt something when you first wrote plan and then remembered you were supposed to not exploit them so you wrote "hope" in brackets. That might possibly reveal that there's guilt about what you're doing, but it's slathered under so much self-aggrandisement, you're likely unaware of it.

      Delete
    2. Hmm. I was more looking for thoughts on how the description of my campaign fits in with the argument from your first post.

      I will reflect on the criticism of both myself and my players, but I think generally in descriptions of player agency, there is a fair bit of glossing over the fact that the DM creates the world and, even in a sandbox, seeds the rumours and places the dungeons.

      And because I can't help defending myself...

      The geas'd player knew that she was playing with fire and geas is what I rolled as its major malevolent effect if over-used in the DMG.

      The players of the quested characters knew the exact wording of the quest and willingly accepted it (and had the financial means to avoid it). They don't like having being under the thumb of priest, so to speak, but they did so to gain the trust of a good-aligned cleric in an evil city.

      If there is a consistent style to my DMing, it is that I like having NPCs offer my players hard bargains. I genuinely enjoy seeing my players debate the merits of the offer and decide whether it is worth accepting.

      Anyway, assuming that you interpret the above as more self-aggrandizement, how do I go about reforming myself?

      Delete
    3. Am I right to assume that I should start with the 10,000 word "How to Dungeon Master" post?

      Delete
  6. The How to Dungeon Master post was written more than 10 years ago and I've moved on in many ways from that. I suggest if you want to know my blog better, you begin with the first post I wrote in June 2025, "1: Introduction to Session Management" and move forward from there.

    It would appear the disconnect between us is an understanding of what "agency" is. Creating the world, seeding the rumours and building the dungeon do not in turn assume that I'm privileged as a DM to decide what the players DO. As a DM, I do not make a park ride, where the players climb on board and enjoy the experience, as though riding Magic Mountain in Disneyland, locked into their cars. Nor do I make a "sandbox," which is woefully minimalist as a metaphor. I make a "world" which, like this one in which we live as humans, provides limitations but does not dictate what we do here.

    "Agency" is a 17th century word that stipulates, "a mode of exerting power or producing effect, to set in motion, drive forward, do, perform. Incite to action, or keep in movement.

    Everything about your description of your world made it clear that you have agency, while you provides exactly zero evidence that your players do. In fact, you definitively stated they have none, because they're under geas or quests... which are, as I wrote in this post:

    Dungeons & Dragons White Box 23

    Spells that deliberately impose the DM's will upon players in order to control the game; this is the only reason these spells exist, bedause as spells they are next to useless for players. I then added,

    "Pointedly, were I to play in a campaign where the DM employed the spell, I'd simply say, "I'd rather die," actually meaning it, because I have no interest whatsoever in playing in any campaign where I don't have agency as a player. I'm willing to leave the spell in place for players to use (that's their choice), but I would never use this spell as a DM for precisely the reason given. It's a bad narrative device and I think any adventure I wanted the players to try could be managed well enough through other enticements than the use of a cheap, controlling spell."

    ReplyDelete
  7. I will check it out.

    In the one campaign where I have been a player, I have both been put under a geas (when I accepted to retrieve an artifact for a powerful vizier) and have employed quest to obtain a 5th level fighter as a henchmen for the party. I gave him the same goal as the party, which is to heal the tree of life from the curse it is under. It is an open table and the DM started the campaign with this as the hook.

    By now, most of the players are regulars so we are not dependent on the DM's structure to keep us together. We could go our own way, but we have not. I think this is partly out of respect for what the DM has create, but it doesn't mean that we are wholeheartedly compliant. We have side goals and, at least a few of us, are prepare for the possibility that our original patron will double cross us.

    In other words, I feel that we have enjoyed substantial agency within the DM's structure, ie, story. I am skeptical that it can be any other way. Even if we were to go another way, the nature of players is to find a goal to latch onto, and so that is what I assume we would do. But this other goal would be substantially shaped by the track that the DM lays in front of us as we go.

    Nevertheless, I will eagerly check out what you have written from June 2025 to hopefully understand a different point of view.

    ReplyDelete
  8. A goal is not a "story." I use the definition of the word "story" as it actually is; I'm not ascribing another convenient meaning to it as you are doing here, and that is a lot of the reason why we're not having a meeting of minds. Do I mind that there is a goal, an agenda, a future thing the players want, a method of getting there, a pattern of behaviour they're likely to adopt to succeed? No, of course not, I'm fully onboard with all those things. I fully accept every word of your last comment except one: you are defining the word "story" as something it is not, because the word benefits the nostalgic feel that the post above this describes. But a "story" is a pre-written complete narrative that is already complete before reading or hearing the first sentence, whereas what you're describing is not that.

    As a writer of "stories," I'm not willing to redefine a word just so that you don't have to use the word "objective" instead:

    To quote you,

    "I can always tell when my players get 'bored' or 'frustrated' because they start to pull out the weapons or chanting the spells. A thin mask of an objective or some arbitrary pantheon of gods who are just mouth pieces for the GM's ideology, superficial at best, might not be enough to actually care; so the objective is that barrier, the brakes against the insanity. "

    Makes perfect sense when stated that way.

    ReplyDelete
  9. That was Blaine you were quoting.

    On "story", I seem to have been confused by how you were using the term in the original post. You made the point that the business jargon use of the word was distinct from the narrative craft. From there, I seem to have missed the connection with what WOTC has been pushing...is it not D&D as a narrative craft?

    ReplyDelete
  10. Sorry. I'm multi-tasking.

    The business jargon exists for the sole reason of using a nostalgic imprint to screw people into thinking that paying $400 to sit and listen to someone talk is worth the money. You do not succeed in business with a good "story," business success comes from hard work, a good idea and relentless hustling.

    WOTC in 2007 was looking at marketing a new version of the game, 4e. They did not give a shit if the game was good. They needed a marketing ploy, and grabbed onto story because, if shilling "story" could fool tens of thousands of ignorant business self-help addicts, it could fool tens of thousands of ignorant D&D players. And it did.

    "Story" as a concept, as something to strive for, does not contribute to the making of a better D&D game. But those unable to make such a game cling to the word because it's fresh baked bread, it's a first bicycle in a garage, it's Mommy reading to a kid at night, it's the very first time someone saw Star Wars. It's cheap nostalgia. It's schmaltz. It's a scam. And it has kept what's left of D&D afloat.

    Sorry again about the wrong quote.

    ReplyDelete