Q&A with Designers of Narrative-Driven RPGs

published on 15 December 2025

Tabletop RPGs are evolving into storytelling tools where players shape the narrative through choices and emotions. In this Q&A, five designers share how their systems create engaging, player-driven stories:

  • Robin D. Laws (Hillfolk/DramaSystem): Focuses on emotional character interactions with mechanics like Drama Tokens.
  • Nathan D. Paoletta (World Wide Wrestling): Captures pro wrestling drama using Heat and Momentum for rivalries and twists.
  • Jess Levine (Going Rogue): Explores tragic heroism with finite campaigns and moral dilemmas.
  • Spencer Campbell (FRAME): Offers modular sci-fi missions with adjustable tones and stakes.
  • Kathryn Hymes (Dialect, Sign): Builds narratives through language creation and shared storytelling.

Each game uses unique mechanics to distribute narrative control, align gameplay with emotions, and craft memorable stories. Designers emphasize starting with the desired story experience and ensuring mechanics enhance emotional beats. For more, explore the TTRPG Games Directory.

Lessons for Narrative Design from Modern Tabletop RPGs

The Designers and Their Games

These designers have reimagined storytelling in games, crafting systems that weave narrative and mechanics into something dynamic and deeply engaging. Their work demonstrates how game mechanics can go far beyond combat resolution - they can shape relationships, control pacing, and guide players through emotionally charged moments.

Robin D. Laws – Hillfolk / DramaSystem

Hillfolk

Robin D. Laws introduced Hillfolk and the DramaSystem, shifting the focus of gameplay to dramatic character interactions instead of external challenges. Inspired by TV drama, the game lets players frame scenes by declaring emotional petitions - what their character wants from another - and deciding who’s involved. Each scene revolves around emotional desires, with the core mechanic tracking whether characters achieve their goals. Drama Tokens are awarded or withheld to fuel conflict and reversals, keeping the drama alive. The Kickstarter campaign for Hillfolk was a massive success, raising $93,845 from 1,509 backers, far surpassing its modest $3,000 goal and proving the appeal of low-combat, drama-centric RPGs.

Nathan D. Paoletta – World Wide Wrestling

World Wide Wrestling

Nathan D. Paoletta’s World Wide Wrestling captures the over-the-top storytelling of professional wrestling, where the matches may be scripted, but the emotional stakes feel real. The game uses Heat to measure the intensity of relationships between wrestlers - rivalries and alliances that generate audience reactions, XP, and character growth. Momentum allows players to turn close calls into dramatic comebacks, enhancing the in-ring action. The game mirrors wrestling TV, with segments like promos, backstage confrontations, and run-ins, all collaboratively shaped by the players. The Second Edition Kickstarter in 2020 raised $74,185 from 1,476 backers, showing the enduring interest in this niche but vibrant theme.

Jess Levine – Going Rogue

Going Rogue

Jess Levine’s Going Rogue is a tragic campaign expansion for Beam Saber, inspired by stories like Rogue One that explore doomed heroism. The game centers on a finite campaign structure, where players fight for a cause that’s almost guaranteed to fail or come at a devastating cost. Scenes are designed to push characters into making tough trade-offs between personal desires and their mission, with recurring sacrifices driving the narrative. The character playbooks include built-in fatal flaws, oaths, or doomed relationships, creating narrative tension that builds toward a heartbreaking climax. Countdown clocks or event tracks ensure the story progresses toward its inevitable conclusion, making every decision and sacrifice resonate.

Spencer Campbell – FRAME

FRAME

Spencer Campbell’s FRAME offers a modular approach to sci-fi missions, allowing players to easily customize their sessions. Missions are presented as modular packets that can be rearranged or reimagined, giving groups the flexibility to tailor gameplay to their preferences. The tone of the game can shift dramatically through adjustable parameters, such as threat levels or the severity of collateral damage, letting players move from gritty realism to pulpy action or even tense horror. Additional swappable modules - like psionics, corporate intrigue, or alien horror - further expand the game’s versatility without overhauling its core mechanics. Prompt tables or tags help set the tone for each scene, making it easy to match the chosen sci-fi vibe.

Kathryn Hymes – Thorny Games (e.g., Dialect, Sign)

Thorny Games

Kathryn Hymes, co-founder of Thorny Games, has created groundbreaking narrative designs that center on language. In Dialect, players explore the rise and fall of a community through its evolving language, structured across three distinct ages. Together, they invent a dialect that reflects their culture, watching it change with emotional and societal shifts before it ultimately fades away. When Dialect launched on Kickstarter in 2016, it raised $72,994 from 1,884 backers and later won the 2019 IndieCade Award for Game Design. Another of Hymes’ creations, Sign, is a live-action game inspired by the creation of Nicaraguan Sign Language by deaf children in the 1970s and 1980s. In this game, players develop a shared sign system without using spoken language, experiencing firsthand how language can emerge under oppression.

Key Themes in Narrative-Driven RPG Design

What Is Narrative Design?

Narrative design is all about creating story structures that adapt to player choices rather than locking them into a rigid plot. Instead of writing a fixed storyline, it establishes a clear beginning, middle, and end while leaving room for players to shape the journey. This approach allows for immersive storytelling where every choice feels impactful, making the narrative feel alive and responsive.

Distributing Narrative Authority

Sharing control of the story is a powerful tool in RPG design. Games like FRAME use role rotations and prompt cards to ensure storytelling stays collaborative. Similarly, Going Rogue introduces a heist framework where players take turns as the "spotlight" narrator, contributing to mission planning and unexpected twists. By aligning game mechanics with the story’s goals and treating failures as opportunities for new developments, designers can create systems that support creativity while maintaining narrative flow. These techniques naturally lead to player-driven stories that feel cohesive yet unpredictable.

Building Frameworks for Player-Led Stories

Great RPG frameworks encourage players to take the reins of storytelling. For instance, World Wide Wrestling uses its match cycles to structure rivalries and drama without dictating specific outcomes. Other systems, like Dialect, weave in interactive elements - such as evolving environmental clues - to spark emergent narratives that feel co-written by the players. The key is balancing challenges with player freedom, showing how unresolved character goals can fuel dramatic tension. Choices should have visible consequences, whether it’s new threats, shifting relationships, or other tangible changes in the story. For more inspiration, resources like the TTRPG Games Directory showcase a variety of classic and indie tabletop RPGs, offering insights into how mechanics and storytelling can work hand-in-hand.

How Different Games Handle Narrative Frameworks

Narrative-Driven RPG Systems: Comparison of Authority, Structure, and Customization

Narrative-Driven RPG Systems: Comparison of Authority, Structure, and Customization

Examining these games reveals how narrative control can shift to either empower players or streamline the gameplay experience. Each game employs a distinct method for structuring story control, offering a variety of player experiences.

DramaSystem (Hillfolk) uses a unique approach with rotating player directors who frame emotional petitions. This shifts the focus from external challenges to the dynamics between characters. While the GM oversees the overarching storyline and introduces external pressures, players have structured tools to shape the setting, emotional stakes, and which conflicts take center stage.

In World Wide Wrestling RPG, theatrical storytelling is intertwined with meaningful emotional stakes. The MC (Master of Ceremonies) handles match bookings, while players use Moves to create twists like betrayals, surprise alliances, or dramatic run-ins. This is all driven by mechanics like Heat and Audience, which encourage collaborative storytelling within the wrestling show format.

FRAME, on the other hand, relies on a mission-based loop consisting of preparation, engagement, and fallout. Missions are modular and can be adapted to suit the preferences of each group. Players influence the tone and stakes of the story through their build choices, approach tags, and fictional positioning, which directly impact the style and risk level of each scene.

Going Rogue takes a different route by giving players significant narrative authority through faction-level decisions and campaign-defining questions. Players shape their movement's ideology and tactics, which serve as the backbone of the narrative. This structure emphasizes political struggles and moral dilemmas, putting players in control of the story’s direction.

Meanwhile, Dialect and Sign eliminate the GM role entirely, relying on collaborative storytelling through structured phases and prompt cards. Players work together to invent a language or sign system, with each new word or sign representing a mini-scene that encapsulates a key cultural concept. This approach fosters shared authority and creativity, providing a fully collaborative experience.

Comparison Table: Narrative Design Features

The table below highlights the narrative design features of these games, offering a side-by-side comparison:

Game Narrative Authority Story Structure Player Customization Tools
DramaSystem (Hillfolk) Players rotate scene framing; GM oversees external pressures Episodic drama centered on emotional petitions Relationship maps, dramatic poles, emotional petitions
World Wide Wrestling MC books matches; Moves let players shape twists Wrestling show format: promos, matches, feuds Gimmick playbooks, Heat, Audience, advancement arcs
FRAME GM frames missions; players influence tone Mission loop: prep → action → fallout Loadouts, specialties, approach tags, fictional positioning
Going Rogue Players drive faction goals and political choices Campaign focused on political struggles Faction clocks, ideological decisions, moral stakes
Dialect / Sign Fully shared authority via turn order and prompts Three phases: rise, flourishing, decline Prompt cards, collaborative word creation, cultural vignettes

These examples showcase the diversity in narrative frameworks, ranging from GM-led structures to fully collaborative systems, each offering a unique way for players to engage with and shape the story.

Design Lessons for Aspiring Creators

Start with the Desired Story Experience

Think about the kind of experience you want players to have - whether it's something dramatic, tragic, or triumphant - and let that vision guide your design. For example, Robin D. Laws developed Hillfolk/DramaSystem by focusing on the emotional push-and-pull of soap-opera-style tension. The rules revolve around framing dramatic scenes and tracking emotional "wins" and "losses", rather than focusing on tactical combat.

This top-down approach means you start by asking questions like, "Do I want political intrigue, tragic sacrifice, messy romance, or underdog triumph?" Once you’ve answered that, you can design every rule - how scenes play out, how rewards are given, how conflicts are resolved - to bring those emotions to life.

To stay focused, draft a short experience statement (just a sentence or two) that captures the core of your game. Then, list three to five key emotions or themes - like rivalry or ambition - and outline some signature moments, such as a heartfelt negotiation or a dramatic betrayal. Every mechanic you include should serve these goals. If it doesn’t, it’s time to cut or rework it.

Once you’ve nailed down your vision, the next step is to make sure your mechanics align with the story beats you’re aiming for.

Align Mechanics with Story Beats

Every mechanic in your game should support the story you want to tell. To do this, design rules that naturally create key narrative moments - like inciting incidents, complications, and climaxes. For instance, in DramaSystem, structured scene economies drive relationships forward by granting or denying emotional concessions. This creates natural tension and resolution arcs. Similarly, mechanics tied to character growth - like reconciling with a rival, betraying a belief, or accepting a hard truth - can ensure that character evolution is reflected in the gameplay.

You can also use escalation mechanics, like tracks or clocks, to build tension. These tools ensure that risky or dramatic choices push the game toward confrontations or crises as the pressure mounts. Relationship mechanics, such as Bonds, Heat, or Strings, should evolve only when characters make meaningful emotional decisions - like confessing a secret, betraying a friend, or making a sacrifice. This way, every major choice leaves a lasting impact on the game.

Reward systems, like XP, momentum, or tokens, should encourage players to hit emotional beats. For example, you might reward players for showing vulnerability or escalating a conflict. During playtests, ask players directly about their emotional experience. If the scenes aren’t evoking the intended feelings - whether tension, empathy, or dread - adjust your mechanics to better trigger those emotions.

Use Directories for Research

Once you’ve outlined your design, you can refine it by researching existing games. The TTRPG Games Directory is a great resource for exploring mechanics and narrative styles. You can filter by genre, tone, or playstyle to find examples that match your vision.

The directory breaks games into categories like Fantasy, Science Fiction, Horror, Cyberpunk, and Post-Apocalyptic, making it easier to find inspiration for specific storytelling styles. Pay attention to how these games structure scenes - whether they follow a set procedure or take a more flexible approach - and consider how this affects pacing. Look at what behaviors or actions are rewarded, whether it’s tactical success, emotional honesty, or staying true to the genre, and think about how these rewards shape the overall experience.

Finally, use the directory to test your ideas. Pick a few games that feel similar to what you’re creating, run short sessions, and see which mechanics work best at evoking the emotions you’re aiming for. Use these insights to fine-tune your rules and storytelling techniques.

Conclusion

Game designers agree on one thing: mechanics should deliver the emotional experience they aim to evoke. Whether it’s Robin D. Laws building dramatic tension with DramaSystem's scene economies, Nathan D. Paoletta capturing the theatricality of wrestling in World Wide Wrestling, or Kathryn Hymes fostering intimacy through language in Dialect, each system carefully aligns its rules with narrative beats to keep players engaged and invested. This approach isn’t about crafting better plots - it’s about creating frameworks that empower players to shape meaningful moments through structured storytelling. It’s a reflection of the broader shift toward player-driven narratives in tabletop RPGs.

For those looking to design their own games, start by defining the experience you want to create. Focus on three to five core emotions and design mechanics that naturally generate those moments. There’s no single "right" system - only tools that better fit your goals. Playtesting is your best guide: if your players are immersed and engaged, your system is working. If not, refine it. This iterative process is at the heart of indie RPG design, where mechanics and story are deeply intertwined.

For players and game masters, you can see these ideas in action with games like Hillfolk, World Wide Wrestling, Going Rogue, FRAME, and Dialect. Interested in discovering more narrative-driven RPGs? Check out the TTRPG Games Directory. It’s a treasure trove of games organized by mechanics, themes, and genres like Fantasy, Horror, Cyberpunk, and Post-Apocalyptic. Use it to find games that prioritize collaborative storytelling, character development, or specific emotional tones, and bring those systems into your next game night or session zero.

The beauty of narrative-driven RPGs is their openness to experimentation. Many indie games have undergone significant transformations when their mechanics didn’t initially align with player-driven stories. Designers like Robin D. Laws and Kathryn Hymes exemplify this ongoing journey of refining and improving systems. Whether you’re crafting your first game or looking for fresh ideas for your campaign, each session offers an opportunity to tweak and improve based on what resonates with your players.

FAQs

What makes narrative-driven RPGs different from traditional RPGs?

Narrative-driven RPGs center around storytelling, deep character arcs, and player-driven choices. They let players take the reins, shaping the story’s path based on their decisions. These games excel at building immersive worlds with narratives that respond to the player’s actions, making each playthrough feel personal.

On the other hand, traditional RPGs lean more on structured gameplay mechanics, strategic combat systems, and established rules. While they may not prioritize narrative flexibility, they deliver a more defined and rule-based experience. Both types of RPGs offer something special, appealing to different kinds of players and their gaming preferences.

How does creating unique languages enhance RPG storytelling?

Creating distinct languages in RPG storytelling can bring a whole new level of depth and believability to your game world. When you weave in unique dialects, specialized phrases, or even entirely new terminologies, it breathes life into the cultures within your story, making them feel vibrant and steeped in history.

This method doesn’t just enrich the game world - it fuels creativity for both players and game masters. It opens the door to crafting unforgettable characters and weaving intricate plots. Whether it’s a cryptic code used by a secretive guild or a fully fleshed-out language for a fictional race, these details add layers to the story, making it more engaging and full of possibilities.

What’s the best way to start designing a narrative-driven RPG?

If you're planning to design your own narrative-driven RPG, the first step is diving into various genres and gameplay styles to discover what sparks your creativity. Build a narrative structure that allows for player choice and improvisation, ensuring the story feels alive and interactive.

Take time to analyze popular RPGs to see how their storytelling and mechanics work hand-in-hand. From there, start crafting the core elements of your game - think about the story, characters, and the world they inhabit. And don’t skip playtesting! It’s crucial to gather player feedback to fine-tune your game, making sure it’s enjoyable, balanced, and truly immersive.

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