“I hit it with my axe” – fostering better player narration in TTRPGs

Player narration lies at the heart of top-class game sessions. As the Bakers say in Apocalypse World, roleplaying is a conversation, and when only one side (or neither side) are contributing much, it can feel flat. Even in the most trad game, when players describe their characters actions, it lands better if they add some flavour to it. Compare:

  • I pick the lock to the door with the demon face #rollsd20
  • We see Cherbol pressed against the door, his face to the carved demon, as he carefully rotates the picks in his hands, elf-ears pricked up to hear the click #rollsd20

Deeper player narration, or even action description, leads to a more engaging and exciting table. So what techniques can we use to foster it?

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Start Simple

I’m going to try for some definitions here. I’ve written previously about giving players more narrative weight in games, and some of these techniques foster a different kind of player narration.

Action Narration is where a player describes what they’re doing – it can be as simple as the first example above, or developed further. 

  • I step towards the door and, mindful of the demon face, slip my greased lockpicks into the lock and begin to turn.

Scene Narration is where the player sets the scene as well. The second example above is a possibly over-flowery example of this.

Some players, tables, and GMs don’t like scene narration from players. That’s fine, to a point; although if you’re playing a game like Feng Shui or FATE some scene narration is embedded in the game mechanics so I’d strongly advise you to use it – but some people prefer a harder distinction between player and GM. Occasionally people talk about “Immersion” and say that scene narration is ruining gaming, and they take issue with other people using it – these people are idiots, so back away slowly and ignore them.

If your table doesn’t want to push towards scene narration, start them out with action narration – and use some of the techniques below to encourage it. If they’re brand new, and/or you’re happy with it, go straight for scene narration – even completely new players will often find it just as easy to work with

Techniques to Use

There’s no one fix for this, but there are a few you can try to encourage this. I’m not at all a fan of 

Ask For It – any time a player wants to half-ass some action description, you can always ask for a bit more from them. I use this particularly if they’ve given almost no description at all, or if they’ve stated a game action instead of fiction

  • Can I roll Acrobatics?
  • Of course you can! What are you doing when you roll it?

Ask for a Bit More – particularly in open-skill challenges or extended tasks, asking for more flavour is also allowed – particularly if there’s a stretch to it

  • I’ll try and find a cure for the virus
  • Great, it’s probaly Reason+Science – can you give me a bit of flavour about what we see your PC doing?

Describe Locations Loosely – make the setting of scenes you describe flexible and open to player input. This includes using theatre of the mind whenever you can – there are some GMs online who’ll put out gridded maps all the time, even for non-combat encounters, and it’s really hard to not take the details on those maps as immutable fact (hey, there’s three barrels to the north- what’s in them?)

  • You’re in the back of the warehouse. You can see the goons are about to unload. There’s teetering piles of boxes, shelves, an idle forklift truck, and a workbench with some tools on it. You look like you’ve got the drop on them – what do want to do?

Give Permissions Generously – if a players asks if they can do something, with any sort of narrative justification, default to YES unless you think it’ll grate with the rest of the table. Want to use Command to inspire the science team to help defeat the virus? Of course you can. Want to Force open the door instead of picking it? Yeah, that works – a skill roll’s a skill roll. 

If you’re worried this will lead to players using their best skills all the time, the fix for that is that unusual approaches usually only work once – and sometimes I’ll even (with players with particular penchants for stretching) say they can only do it once per session. I also have some hard limits on what can be done. When I’m running Star Trek Adventures, you can pretty much use whatever on an Extended Task if you can narrate it in – but when you fire a phaser in combat, it’ll always be Control+Security.

What To Avoid

There’s some other approaches I’ve found less successful, and in particular one very common one. Don’t give bonuses for extra description or exciting narration. Your mileage may vary, but my experience is that player rewards for “good roleplay/narration” just reinforce a GM-in-charge attitude that undermines the other approaches. It’s not a good-roleplaying doggy biscuit. Cool player narration should be the standard, not some unusual extra effort they’ve made so they get an extra dice.

An exception to the above is where games come with some sort of ‘fan mail’ mechanic where the whole table has a resource they can use to reward – this can really work, and gets everyone engaged in the process.

Similarly, where possible default to the same difficulty and approach as if they’d made the roll normally. If they want to get past the guards by causing a distraction by spooking the horses with Animal Friendship, cool – it’s the same difficulty as the Stealth check they’d make to sneak past, or the Deception check to lie to them. You’ve got to apply a reasonableness test at times, of course, but if you’re defaulting to yes and being generous, your players will realise this is only a one-off ruling and it won’t put them off being more inventive in future.

So, some ideas for encouraging player narration. What do you do at your table? Let me know any that I’ve missed.

Playing The Apocalypse – being a better player in PBTA games

Last weekend, I was at Revelation – possibly the world’s only PBTA face to face con. It’s in Sheffield, UK, and I’d recommend it to anyone who wants to get a big dose of PBTA or PBTA-adjacent gaming (games of FITD and similar drifts are allowed). It got me thinking on best practices for playing these games, which often take a bit of a shift in mindset to get right. There’s tons of GM/MC advice around, but I think these games – particularly the factiony / PvP ones – need a shift in mindset from everyone at the table, and so here are my player top tips

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

Talk Hard

If you’re having a ‘proper conversation’ with a PC, or NPC, try to push it towards a move. What are you really trying to get out of them, and how can you get it? It’s fine to remind the GM what you’re shooting at, or to negotiate with them for what you’re going for, but in PBTA the split between roleplaying/talking scenes and action/combat scenes in many cases doesn’t exist. 

Often the “Find Information” move is underused in PBTA games – the questions you get to ask often develop plot really well – so pitch towards them where you can. You should expect to be triggering moves when you’re, for instance, asking about the murder or trying to persuade the cops to leave you alone.

Think One Step – But Only One Step – Ahead

In some player-driven games like Urban Shadows or Apocalypse World itself, there’s often an expectation on players to drive plot. The GM might well turn to you and ask what your PC does next, or even ask you to set the scene. This can be daunting! To avoid this, think about what your character’s next step is, and be ready to try and achieve that. It might be fairly loose – if I’m starting out as a Vamp in Urban Shadows, my first plan might just be to get some allies – so I’ll be visiting some established NPC or PC and trying to negotiate a mutual deal.

A word of caution – PBTA games thrive on twisting plots and loyalties, so thinking more than one step ahead is unlikely to be a fruitful exercise. But having a broad plan of action, and your PC’s next step, will give you something to shoot at.

Be An XP Hunter!

Many PBTA games have advancement, or XP systems, deliberately built to drive good play. So keep one eye on how you can earn XP, and be prepared to do it. For instance, in SCUP, you get an XP for the first Honor move you do each session, so you’re incentivised to bring your Faction into play and spend Honor points – do it! 

Many games have moves that allow you to earn XP by complying with other players – it’s absolutely fine and encouraged to set up these situations so you can both earn XP. Advancement will just unlock more options, many of which will drive plot and offer more interesting things to do, so feel free to use this as a driver when you’re picking your next step to do.

Don’t Overthink It

Playing RPGs in your head is rubbish. Your big secret plan, or long-contemplated backstory, is worth nothing if it isn’t shared with the table. This is always true, but even more true in PBTA! If you want something, go ahead and get it – don’t worry about showing your hand, or sharing your secrets, at the table. PBTA overwhelmingly works better when players know one another’s secrets and can bring them into play as well – as an author or an audience as well as an actor – so wear your heart on your sleeve.

Do What The Game Says

Having a moves sheet in front of you helps to show you the kind of things you can do (but obviously don’t look to it for the answer of what to do – for that you need your next step plan). The game will likely have advice on the playbook, or in the text, about best practices for play – and Player Principles – these are an actual part of the game. If you’re not following the Player Principles, the game won’t work – like MC Moves and Agendas, they’re as much part of the game as rolling 2d6 and adding a bonus.

So, there’s my top tips for PBTA play. If you’ve got any that you think I’ve missed (or that you think I’m wrong about – I’m aware there’s a school of thought that says move sheets should be kept MC-only!) – let me know in the comments!