Narrative Control in RPGs

I’ve recently been playing several games which put a great deal of narrative control in the hands of the players, something that’s relatively new to me. While I have allowed my players to help contribute to the overall story for quite a while, I’ve never actually used a RPG system that actually formally empowers players to narrate the outcome of conflicts. I had some reservations at first (it’ll lead to chaos!) but it turns out that it’s a lot of fun and makes GMing a lot more interesting.

Some games (albeit hardly an exhaustive list) where players have a lot of narrative control:

  • Dogs in the Vineyard
  • Cold City
  • Dunjon
  • InSpectres
  • Spirit of the Century