Abstract
This article examines narrative gaming as an emergent process created through the interaction of game mechanisms, player agency, uncertainty and interpretation. Moving beyond the proposition that character backgrounds and fictional context create player attachment, it argues that narrative can be generated by the game system itself when mechanics produce meaningful decisions, uncertainty creates consequential outcomes and players interpret those outcomes as events within an unfolding story. Narrative gaming is therefore considered as both an art and a science. Its scientific dimension lies in the deliberate construction and testing of probabilities, incentives, constraints and consequences, while its artistic dimension emerges through player interpretation, shared authorship and the accumulation of meaning during play. Particular attention is given to uncertainty, productive failure, demonstrated character, narrative memory and the interpretative responsibilities associated with historical gaming. The article argues that effective narrative design does not require designers to prescribe stories in advance. Instead, designers create conditions within which stories can emerge through interaction between players and systems. The strongest narrative games are consequently those in which mechanisms become sufficiently integrated with the imagined world that players remember decisions, characters and events rather than the numerical processes that produced them.
Keywords: narrative gaming, miniature wargaming, emergent narrative, game design, player agency, uncertainty, historical gaming, procedural narrative
Synopsis
The Art and Science of Narrative Gaming develops an argument begun in earlier discussions of character backstories, player attachment and narrative engagement in miniature gaming. Those discussions established that giving characters identities and histories can encourage players to see miniatures as something more than anonymous playing pieces. This article deliberately moves beyond that argument. Its central proposition is stronger: narrative is generated by the game system itself when mechanics create meaningful decisions, uncertainty produces consequences, and players interpret those consequences as events.
Narrative gaming is consequently examined not simply as gaming to which a story has been added, but as a distinctive form of interactive narrative creation. The designer does not occupy the same position as the author of a conventional story because the designer cannot determine exactly what will happen once play begins. Instead, the designer creates a framework of possibilities, restrictions, incentives and consequences within which players make decisions. The objective is therefore not to write the story beforehand, but to design circumstances capable of producing stories.
This relationship provides the distinction between the art and science identified in the title. The science of narrative gaming lies in constructing and testing the mechanisms that govern play. Probability, movement, combat, morale, resource management, objectives and other mechanisms establish what players can attempt and what consequences may follow. These systems can be analysed mathematically and tested experimentally through repeated play. The artistic dimension begins when those mechanisms acquire meaning within the imagined world of the game. A failed activation is mechanically a result produced by a rules system, but players may remember it as the moment when an exhausted officer hesitated, misunderstood an order or lost his nerve.
Uncertainty occupies a particularly important position within this process because narrative gaming requires outcomes that cannot be known completely beforehand. Randomness alone does not create narrative, since an arbitrary result disconnected from player choice may actually weaken the experience. Uncertainty becomes narratively productive when it follows a meaningful decision. Players choose whether to accept a risk, the game system resolves that uncertainty and the resulting consequences alter the situation they subsequently confront. Narrative therefore develops through a continuing relationship between choice, uncertainty, consequence and interpretation.
Failure becomes equally important because unsuccessful actions can generate rather than terminate stories. A failed charge, broken spell, missed shot or morale collapse forces players to reconsider their intentions and respond to circumstances they did not anticipate. Effective narrative systems therefore allow failure to change the problem confronting the player rather than merely stopping an attempted action. Plans collapse, new decisions become necessary and the resulting chain of consequences creates events that neither designer nor player could have predicted completely.
The article also extends the earlier consideration of character backstories by distinguishing between assigned character and demonstrated character. A biography can establish that a character is brave, cautious, ruthless or loyal, but these remain assigned characteristics until play creates situations in which they can be tested. A supposedly courageous officer who repeatedly retreats may acquire a very different reputation from the one originally intended, while an insignificant figure that repeatedly survives dangerous situations may become one of the most memorable characters in a campaign. Narrative identity consequently accumulates through play rather than remaining fixed by background material.
This process leads to the concept of shared authorship. The designer creates possibilities, the scenario establishes circumstances, players make decisions and the resolution mechanisms introduce consequences that nobody controls completely. Narrative belongs to the interaction between all of them. Miniature gaming makes this process especially visible because the tabletop itself changes as the narrative develops. Figures move, units suffer casualties, buildings become contested, objectives change hands and carefully arranged formations collapse into the physical evidence of everything that has occurred.
Historical gaming adds another dimension because the mechanisms used to create narrative also interpret the past. Rules determine what players can do, what difficulties they encounter and what behaviour the system rewards. Historical rules are therefore not neutral mechanisms. A game concerned with morale presents a different interpretation of battle from one concerned primarily with casualties, while a game representing territory as empty space awaiting occupation communicates something very different from one recognising existing communities and relationships with Country. Narrative design consequently carries an ethical as well as a mechanical responsibility when games represent historical conflict.
The article finally considers narrative gaming as a form of memory creation. Players frequently forget exact modifiers, movement distances and numerical results while continuing to remember the last stand, the disastrous charge, the unexpected survivor or the character who somehow accomplished the impossible. These memories demonstrate the point at which mechanics have been transformed into narrative.
The strongest narrative games are therefore not necessarily those containing the greatest quantity of written fiction, background material or predetermined story. They are those whose mechanisms repeatedly create meaningful situations worth remembering. When players cease discussing the die roll and instead discuss what happened to the character, unit or expedition, the mechanism has fulfilled its narrative purpose.
This argument provides the foundation for a further examination of designing rules specifically for emergent narrative. Having established how narrative arises from the interaction of mechanics, agency, uncertainty and interpretation, the next question is how designers can deliberately construct rules, scenarios and campaign systems that encourage memorable stories while preserving the freedom of players to create outcomes that nobody, including the designer, could have written in advance.
Article
Narrative gaming is sometimes described as though it were simply gaming with a story attached. Under this interpretation, the rules provide the game while background material, character biographies, campaign histories and scenario introductions provide the narrative decoration. Such a distinction is convenient, but it misunderstands what occurs when players interact with a well designed tabletop game. Narrative is not merely something written before play begins, nor is it confined to the account that might subsequently be written about what happened. It can emerge from the interaction between rules, players, probability, physical representation and the imagined world that gives those mechanisms meaning. A successful narrative game therefore occupies an interesting position between art and science. Its designer constructs systems intended to produce particular kinds of situations, but the players transform those systems into experiences whose precise course cannot be predicted in advance.¹
This argument moves beyond the proposition that backstories encourage players to become attached to their miniature characters. Background remains important, particularly because it provides identity, expectation and context, but narrative gaming becomes considerably more interesting when narrative is understood as something generated during play. The central proposition is therefore stronger: narrative is generated by the game system itself when mechanics create meaningful decisions, uncertainty produces consequences, and players interpret those consequences as events. This places the rules at the centre of narrative creation without suggesting that the rules alone constitute the narrative.
The distinction is particularly important for miniature wargaming because the tabletop possesses qualities that can easily be overlooked when games are considered purely as collections of mechanisms. A model is simultaneously a playing piece and a representation. A ruined building is both terrain that restricts movement and an imagined place within which events are occurring. A casualty marker can record a mechanical condition while representing exhaustion, fear, injury or death. Players continually move between these levels of understanding, often without consciously recognising that they are doing so. David Banks has identified representation, consequential human decisions, adjudication, immersion and bespoke design as significant characteristics of wargaming, an approach that emphasises the relationship between the formal structure of a game and the human activity occurring within it.²
The science of narrative gaming lies principally in the construction of the system. The art emerges from what people do within it.
Designing Possibility Rather Than Plot
The distinction between narrative gaming and conventional storytelling begins with authorship. An author normally determines what happens within a written narrative. Characters may appear to make choices, but ultimately those choices remain under authorial control. A game designer occupies a fundamentally different position because control must be surrendered once play begins. Rules establish possibilities and restrictions, but players decide which possibilities they will pursue, while the resolution system and the actions of other participants ensure that the consequences cannot be completely predetermined.
This suggests that the narrative game designer should not attempt to write a story that the players are expected to reproduce. The designer should instead construct circumstances from which stories can emerge. The difference is substantial. A scenario stating that Captain Mercer will defend the bridge until overwhelmed has already decided what Mercer does. A scenario giving Mercer responsibility for holding the bridge while providing compelling reasons why retreat might nevertheless become attractive creates a narrative problem. The first presents a predetermined event. The second creates a decision.
Jeremiah McCall’s concept of the historical problem space provides a particularly useful framework for understanding this distinction. McCall argues that historical games can be examined as systems in which player agents possess roles and objectives within environments whose characteristics enable some actions while restricting others. Players respond to these circumstances by developing strategies and making choices.³ Although McCall developed the framework primarily to analyse historical games, the underlying principle has much wider relevance to tabletop design because it locates meaning in the relationship between agency, objectives, environment and constraint.
The designer consequently creates pressures rather than plots. Scarcity, conflicting objectives, uncertain information, limited time, casualties, terrain and asymmetric capabilities create circumstances requiring decisions. The important consideration is not merely whether these mechanisms generate tactical problems, but whether the decisions they create possess sufficient meaning to become narrative events.
A commander who abandons wounded soldiers to secure an objective has made more than a tactical calculation if the game has given those wounded soldiers significance. A witch who expends her remaining magical power to protect another member of her coven has done something more interesting than spending a resource point if relationships between those characters have previously been established. A cavalry commander who orders one final charge is creating narrative when that decision emerges from circumstances at the table rather than from instructions printed in the scenario.
The important design principle is therefore not that a narrative game requires more written story. It requires more meaningful choice. McCall’s framework is useful precisely because it treats the player as an agent confronting a structured problem rather than as an observer following a predetermined historical narrative.⁴ The same principle can be deliberately employed by designers who want stories to emerge from play.
Rules as a Language
Game mechanisms are frequently discussed in terms of realism, balance, simplicity and playability, yet rules also possess a narrative function because they determine which aspects of an imagined world are important enough to model. A game in which ammunition is unlimited says something different about combat from one in which ammunition must be husbanded. A system in which morale occupies a central position creates a different interpretation of battle from one dominated by casualty removal. Neither approach is automatically superior, but each directs attention towards particular explanations of why events occur.
This is especially significant in historical gaming. Rules cannot reproduce the past in its entirety because every simulation requires selection and abstraction. Philip Sabin has emphasised the value of conflict simulation as a means of exploring historical processes while simultaneously recognising that games depend upon simplified models of complex realities.⁵ The designer therefore decides which relationships deserve representation and which can safely disappear.
The rules are consequently not neutral containers into which historical information is poured. They participate in interpretation.
Ian Bogost’s concept of procedural rhetoric provides one way of understanding this relationship. His argument, developed principally in relation to digital games, proposes that processes and rule systems can communicate propositions through the relationships they establish between actions and consequences.⁶ Thomas Ambrosio and Jonathan Ross have demonstrated the relevance of this approach to board gaming through their analysis of Labyrinth, showing how the structure of a game can place participants within a particular interpretation of political and military problems rather than merely presenting that interpretation through accompanying text.⁷
Narrative designers should therefore ask what their mechanisms are saying.
If cowardice and courage are mechanically identical, character may remain largely cosmetic. If wounded companions can be abandoned without consequence, loyalty exists principally in the background material. If supernatural corruption supposedly threatens a character but produces neither temptation nor meaningful consequences, corruption becomes atmosphere rather than an active element of play. Rules become narratively powerful when the behaviour encouraged by the system corresponds with the world the game claims to represent.
This does not mean that every narrative concept requires a separate rule. Such an approach would produce cumbersome systems incapable of distinguishing the important from the trivial. Katie Salen and Eric Zimmerman have argued for understanding games as systems in which meaning emerges from relationships among rules, player actions and outcomes.⁸ The more useful principle for narrative design is therefore selective mechanical emphasis. The designer identifies the pressures central to the intended experience and gives those pressures consequences.
Rules then become a vocabulary through which players create events.
Uncertainty as the Engine of Story
Chance occupies an unusual position within narrative gaming. Traditional narrative conceals much of its uncertainty because the author already knows what will happen, whereas games require uncertainty precisely because players must believe that their decisions matter. Cards, dice and other random mechanisms introduce possibilities that neither designer nor player completely controls.
Greg Costikyan has argued that uncertainty is fundamental to games because it creates the tension between player intention and an outcome that remains unresolved. Importantly, uncertainty need not be confined to random numbers. It may arise from hidden information, another player’s intentions, imperfect knowledge, resource limitations or uncertainty concerning the consequences of a decision.⁹ This broader understanding is especially valuable for narrative gaming because it separates meaningful uncertainty from mere randomness.
Poorly employed randomness can damage narrative because events cease to appear connected to player decisions. Excessive randomness reduces agency until participants become spectators watching a sequence of arbitrary outcomes. Yet the complete removal of uncertainty can be equally damaging because perfect predictability converts potentially dramatic situations into exercises in calculation.
The scientific problem is therefore partly one of probability. Designers determine distributions, modifiers, thresholds and frequencies. They can calculate how often particular outcomes should occur and test whether mechanisms produce results within an acceptable range. Peter Perla’s study of wargaming stresses the importance of the relationship between game design, decision making and the representation of conflict, while Banks similarly argues that consequential player decisions and adjudication are among the distinctive characteristics through which wargames operate.¹⁰
The artistic problem is deciding what those probabilities should feel like.
A ten per cent chance of catastrophe may be mathematically small while remaining psychologically enormous if a valued character is at risk. A fifty per cent chance of success may feel generous when nothing important is being wagered and terrifying when an entire campaign depends upon the result. Probability acquires narrative meaning through context because players assess a numerical possibility in relation to what they believe might be lost.
This explains why memorable gaming stories so often involve unlikely events. Players remember the exhausted survivor who somehow held the doorway, the inexperienced soldier who defeated the enemy champion or the supposedly invulnerable monster destroyed by an improbable sequence of events. These moments are memorable because the players understand that another result was possible.
The unexpected event alone, however, is not the story. The story arises from the relationship between expectation, decision and consequence. The player chose to take the risk, the system established uncertainty, probability produced the result and the players supplied its meaning.
Emergent Narrative and Shared Authorship
Tabletop narrative is unusual because authorship is distributed among several participants and mechanisms. The designer establishes the framework, the scenario establishes immediate circumstances, players contribute decisions, and the resolution system introduces consequences that nobody entirely controls. Narrative therefore emerges from an interaction rather than from a single authorial source.
Anne Marie Hagen’s examination of narrative within matrix gaming demonstrates that narrative can function as an active component of play rather than simply as a retrospective description of what happened. Her analysis shows players using narrative to organise arguments, establish positions and make sense of developing circumstances.¹¹ Narrative in such circumstances is not merely the product left behind by play. It is part of the process through which play proceeds.
Miniature gaming provides an especially visible form of shared authorship because the imagined narrative is continually represented through physical changes on the table. Figures move, formations break apart, buildings burn, characters fall, objectives change hands and reinforcements arrive. What began as a carefully arranged battlefield gradually becomes a physical record of decisions and consequences.
The game table therefore performs two functions simultaneously. It represents the present state of play while preserving traces of the narrative that produced that state.
A unit standing alone on a hill may be tactically significant because it controls an objective, but its narrative significance depends upon how it arrived there. Perhaps three other units were destroyed protecting its advance. Perhaps its commander ignored orders. Perhaps an unexpected card allowed a desperate movement. Perhaps the opponent believed the hill irrelevant until it was too late. None of this meaning resides inherently in the miniature. It has accumulated through play.
This accumulation is one reason campaign gaming can produce particularly powerful narratives. A single scenario begins with characters and units whose significance has largely been assigned by the designer or players beforehand. A campaign allows significance to accumulate through experience. The unit that survived three battles carries those battles into the fourth. The officer who repeatedly failed morale tests develops a reputation that no rulebook needed to prescribe. A minor character who survives improbable dangers can become more important to the players than a supposedly central hero.
Narrative therefore creates its own hierarchy of importance.
The Productive Failure of Plans
Traditional stories frequently depend upon carefully structured causation. Narrative games instead derive much of their appeal from the destruction of carefully structured intentions. Players devise plans because games reward purposeful decision making, yet those plans encounter opposing players, uncertainty and changing circumstances.
Failure is consequently not an interruption of narrative gaming. It can become one of its principal creative mechanisms.
The failed charge, missed shot, broken spell or unexpected rout forces the player to reinterpret the situation. A new decision becomes necessary because the previous decision did not produce its intended result. The resulting sequence creates a chain of causation that neither designer nor player could have written beforehand. Costikyan’s analysis of uncertainty helps explain why this process remains compelling, since the gap between intention and outcome continually generates new problems for players to resolve.¹²
This capacity has important implications for game design. Systems that make failure merely terminal reduce its narrative potential. Systems that allow failure to alter circumstances can generate further play. A failed attempt to cross a river might leave a unit exposed rather than simply preventing movement. A failed magical ritual might attract unwanted attention rather than merely consuming an action. A morale failure might produce retreat, disorder or hesitation rather than simple destruction.
The important distinction is between failure that closes possibilities and failure that changes them. Narrative benefits from the latter because consequences become the starting conditions for subsequent decisions. The player is not simply informed that an action failed, but confronted with a new situation created by that failure.
Failure becomes narratively productive when it changes the question. Instead of asking whether the original plan succeeds, players begin asking what they will do now that it has failed. The story develops through adaptation.
Character Without Biography
Character background can strengthen narrative play, but narrative gaming should not be confused with biography writing. A detailed history does not automatically create a compelling gaming character, while a figure with almost no written background can acquire a remarkably strong identity through play.
The crucial distinction is between assigned character and demonstrated character.
Assigned character exists before the game. The figure is described as brave, treacherous, cautious, loyal or ambitious. Demonstrated character emerges when play provides circumstances in which these qualities can become visible. If a supposedly courageous character is never required to risk anything, courage remains descriptive rather than experiential.
This develops the earlier argument for giving miniature characters backstories without simply repeating it. The purpose of a background is not merely to make players care about a model. Its greater narrative value lies in establishing expectations that play can confirm, complicate or contradict. The background creates a starting identity. The game subjects that identity to experience.
A character described as an experienced gunfighter enters the game carrying expectations of competence. Repeated failure becomes interesting because it conflicts with those expectations. A coward who unexpectedly stands firm becomes memorable for the same reason. Narrative arises in the distance between who the character was believed to be and what happened when the rules exposed that identity to uncertainty.
This distinction is consistent with the broader understanding of games as systems in which meaning is generated through interaction rather than merely supplied in advance. Salen and Zimmerman emphasise that meaningful play depends upon relationships between actions and discernible outcomes.¹³ Applied to character, this means that identity becomes especially powerful when player decisions and game consequences provide evidence of who the character has become.
The miniature becomes a character through accumulated experience.
Narrative Memory
One of the most interesting features of tabletop gaming is the persistence of stories long after the numerical details of a game have been forgotten. Players may forget movement distances, modifiers and even the final score while retaining remarkably clear memories of particular incidents. The last stand remains, the disastrous charge remains and the commander who refused to die remains.
This selective memory should not be regarded merely as an accidental byproduct of gaming. It reveals something important about how players construct meaning from systems. Philip Hammond and Holger Pötzsch’s work on games, militarism and memory demonstrates the broader importance of games as cultural forms through which conflict can be represented, interpreted and remembered.¹⁴ Games do not simply reproduce established memories of warfare because their structures can also participate in constructing and negotiating those memories.
In historical gaming this creates both opportunities and responsibilities because the remembered game may influence how participants subsequently imagine the historical situation upon which it was based. Adam Chapman’s work on historical games similarly argues for taking games seriously as forms capable of representing and producing understandings of history through their distinctive formal properties.¹⁵ The significance of the game therefore extends beyond whether every individual result accurately reproduces a historical occurrence.
Narrative gaming can function as a form of experiential interpretation, although this should never be confused with direct access to historical experience. Moving a miniature battalion across a table does not reveal what it felt like to participate in battle. A player who manages a colonial expedition does not thereby experience colonialism, while commanding troops in a simulation cannot reproduce the fear, physical suffering or moral circumstances experienced by historical participants.
What gaming can provide is an opportunity to encounter structured problems involving constraints, choices and consequences. McCall’s historical problem space is useful here because it focuses attention upon the possibilities available to historical agents and the structures that restrict those possibilities.¹⁶ A carefully designed game can therefore encourage players to ask why particular choices appeared attractive, why alternatives were difficult and why consequences developed as they did.
The challenge is to create empathy without pretending equivalence.
The Ethics of Narrative Design
Narrative power brings responsibility. This becomes particularly important when games address colonial warfare, civil conflict, genocide, slavery, occupation or other forms of historical violence. A mechanism can unintentionally trivialise events if it converts suffering into a convenient source of victory points without considering what that abstraction communicates.
The problem cannot be solved simply by making games sombre. Nor does respect for historical subjects require the removal of play. The issue is whether the game’s mechanisms, scenarios and framing encourage players to understand historical violence as the product of human decisions and structures rather than treating it merely as colourful scenery.
Historical game designers inevitably select perspectives. Every scenario identifies actors, objectives and measures of success. Every rule decides what matters. Chapman has emphasised that historical games should be understood as forms of historical representation possessing their own conventions and capacities rather than judged simply according to their resemblance to written history.¹⁷ McCall similarly argues that historical games model the past through agents, goals, environments and constraints.¹⁸ Together these approaches reinforce the point that the design of a historical game necessarily contains interpretation.
A game about frontier conflict, for example, changes considerably depending upon whether territory is represented as empty space awaiting occupation or as Country already containing communities, resources, relationships, obligations and cultural meaning. A game that rewards the seizure of territory without representing what occupation means for the people already living there has not avoided interpretation. It has simply embedded a particular interpretation within its mechanisms.
Procedural rhetoric is again relevant because the meaning communicated by a game may arise from what players are rewarded for doing rather than from what the designer states in an introduction. Ambrosio and Ross demonstrate how board game systems can structure political interpretations by making particular relationships between action and consequence playable.¹⁹ The same principle applies when dealing with difficult historical subjects.
Narrative design makes assumptions visible because players encounter them through action.
The responsible designer should consequently consider not merely whether a rule produces plausible results, but what interpretation of the subject is produced by the incentives surrounding that rule. Historical plausibility and ethical representation are related but distinct questions.
The Player as Interpreter
Players are not passive recipients of game narratives. They interpret events continuously, often supplying meaning beyond anything explicitly provided by the rules.
A die produces a number. A card produces a result. Neither inherently contains narrative. Players interpret the result within the fictional or historical situation and explain what has occurred. This transformation from mechanical outcome to imagined event is one of the most important processes in narrative gaming because it allows relatively abstract systems to support much richer fictional explanations.
A failed activation might mean hesitation, confusion, misunderstood orders or exhaustion. A successful saving throw might represent armour, luck, poor enemy shooting or extraordinary courage. Rules frequently leave these details unspecified, allowing players to construct explanations consistent with the unfolding situation.
Hagen’s examination of matrix gaming is particularly valuable because it demonstrates that narrative can structure how players make arguments, position actors and understand events during play.²⁰ The significance of narrative therefore extends beyond the account written after the game. Players continually construct small explanations connecting mechanical outcomes to the imagined world.
This relationship explains why identical mechanisms can produce very different experiences among different groups. Rules constrain interpretation but rarely determine it completely. Gaming culture, knowledge of the setting, familiarity with the characters and humour all influence the narrative created around the table. One group may interpret an unlikely survival as heroic endurance, another as extraordinary luck and another as evidence that a particular miniature possesses an almost supernatural refusal to die.
Repeated interpretation can itself become part of the campaign world. Once a character acquires a reputation, subsequent events are interpreted in relation to that reputation. A player may begin taking greater risks with a figure known for improbable survival, thereby creating more opportunities for the reputation to be confirmed or spectacularly destroyed. Narrative thus feeds back into decision making.
The rules provide grammar. The players speak the language.
Testing Narrative
If narrative gaming contains a science, it should be possible to test at least some of its assumptions. Playtesting should therefore examine more than mechanical balance.
Designers commonly record whether scenarios are fair, weapons are correctly costed or particular abilities are excessively powerful. These are legitimate concerns, but narrative playtesting requires additional questions. Did players understand why they were fighting? Did their decisions reflect the pressures the scenario was intended to create? Did supposedly important characters actually matter? Did unexpected outcomes generate new decisions or merely frustration? Did players remember particular events afterwards, and were those events connected to the intended themes?
These questions cannot always be answered numerically, but they can still be investigated systematically. Banks argues that wargaming should not be forced entirely into conventional experimental models because doing so risks removing characteristics that make the method distinctive. Instead, he proposes examining the recurring mechanisms through which wargames may produce useful knowledge, including representation, consequential decisions, adjudication and immersion.²¹ A similar principle can be applied to narrative playtesting. Not everything worth examining must be reduced to a single numerical measurement.
A designer might discover that players consistently ignore an objective described as important in the scenario background because the reward structure makes another course of action more attractive. This is not merely a balance problem. It indicates disagreement between the declared narrative and the procedural narrative generated by the rules.
Similarly, players might repeatedly sacrifice supposedly important characters because replacements are cheap and death carries no lasting consequence. No amount of additional background writing will correct the problem if the mechanics continue to communicate that characters are disposable.
Narrative playtesting should therefore examine the relationship between intention and experience. Designers can observe which decisions provoke discussion, which characters acquire reputations, which events players recount after the game and which mechanisms repeatedly interrupt rather than support immersion. Campaign playtesting is particularly valuable because it reveals whether consequences accumulate meaningfully across games or simply reset between scenarios.
The objective is not to guarantee a particular story. Doing so would defeat the purpose. The objective is to construct fertile conditions from which many plausible stories can emerge.
Where Art Meets Science
The distinction between the art and science of narrative gaming is ultimately useful only if the two are brought together. Probability can be calculated, but tension cannot be reduced entirely to mathematics. Scenario balance can be measured, but memorable drama does not necessarily arise from equal forces. Historical evidence can identify what was possible, but design judgement determines which possibilities should become meaningful choices.
The designer therefore moves repeatedly between analysis and imagination.
The scientific impulse asks whether the mechanism works consistently, whether probabilities produce credible outcomes, whether players possess meaningful choices and whether the game behaves under testing as intended. The artistic impulse asks whether those mechanisms create tension, surprise, identification, humour, tragedy or triumph. Perla’s treatment of wargaming as both an analytical and creative activity and Banks’s more recent investigation of its methodological foundations demonstrate why the attempt to divide wargaming neatly between art and science can be misleading.²² The distinctive qualities of the form often arise precisely because formal systems and human judgement operate together.
Neither is sufficient alone.
A beautifully written setting attached to an incoherent system remains a poor narrative game because the mechanisms continually undermine the fiction. An elegant mathematical system without interpretative depth may function perfectly while producing little that players remember beyond victory and defeat.
The most effective narrative systems make mechanics disappear into meaning. Players cease thinking that a model failed an activation test and begin saying that Sergeant Williams froze when he saw what was coming through the trees. They cease remembering that a particular card generated additional movement and instead remember the night the cavalry arrived just in time.
The mathematics has not disappeared. It has done its job.
Conclusion
Narrative gaming should therefore be understood neither as storytelling added to gaming nor as gaming interrupted by storytelling. It is a distinctive creative process produced by the interaction of designed systems, human decisions, uncertainty, representation and interpretation. Scholarship concerned with historical problem spaces, procedural rhetoric, uncertainty, wargaming methodology and narrative in gaming approaches this relationship from different directions, but collectively demonstrates why games need to be considered as active systems rather than passive containers for stories.²³
Its science lies in constructing probabilities, incentives, constraints and feedback systems capable of producing coherent possibilities. Its art lies in giving those possibilities meaning. Between them stands the player, making decisions whose consequences neither designer nor participant can know completely beforehand.
This is why the finest tabletop narratives are rarely those that designers attempt to write in advance. They are the stories that the design makes possible.
The battlefield prepared on the table before the first turn is therefore not yet a story. Neither are the carefully painted figures standing upon it, however elaborate their histories may be. They represent potential. Narrative begins when someone must choose, when another player responds, when the rules intervene and when events refuse to proceed exactly as anybody intended.
This does not diminish the importance of character background. Instead, it places background within a larger process. A biography establishes who a character is believed to be before play begins. Rules then expose that character to uncertainty, player decisions place the character at risk and consequences provide evidence from which a new identity develops. The backstory provides a beginning rather than a conclusion.
The same process occurs at every level of the game. A nameless hill becomes the place where a regiment made its last stand. An ordinary building becomes the farmhouse that changed hands four times. A minor character becomes the campaign’s unlikely survivor. A failed attack becomes the event from which three later scenarios develop. The physical objects have not changed in themselves, but their meanings have been transformed by accumulated experience.
By the end of the game the table has changed, but something more important has changed with it. Figures that began as miniatures have acquired reputations. Places that began as terrain have acquired histories. Decisions have produced consequences and uncertainty has transformed plans into events.
The game has become something remembered.
That is where the science of game design becomes the art of narrative gaming.
Footnotes
- Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge, MA: MIT Press, 2004); Greg Costikyan, Uncertainty in Games (Cambridge, MA: MIT Press, 2013).
- David E. Banks, “The Methodological Machinery of Wargaming: A Path toward Discovering Wargaming’s Epistemological Foundations,” International Studies Review 26, no. 1 (2024): viae002, https://doi.org/10.1093/isr/viae002.
- Jeremiah McCall, “The Historical Problem Space Framework: Games as a Historical Medium,” Game Studies 20, no. 3 (2020).
- McCall, “Historical Problem Space Framework.”
- Philip Sabin, Simulating War: Studying Conflict through Simulation Games (London: Continuum, 2012).
- Ian Bogost, Persuasive Games: The Expressive Power of Videogames (Cambridge, MA: MIT Press, 2007).
- Thomas Ambrosio and Jonathan Ross, “The War on Terror beyond the Barrel of a Gun: The Procedural Rhetorics of the Boardgame Labyrinth,” Media, War & Conflict 16, no. 4 (2023): 495–515, https://doi.org/10.1177/17506352221108824.
- Salen and Zimmerman, Rules of Play.
- Costikyan, Uncertainty in Games.
- Peter P. Perla, The Art of Wargaming: A Guide for Professionals and Hobbyists (Annapolis, MD: Naval Institute Press, 1990); Banks, “Methodological Machinery of Wargaming.”
- Anne Marie Hagen, “Learning (Better) From Stories: Wargames, Narratives, and Rhetoric in Military Education,” Scandinavian Journal of Military Studies 5, no. 1 (2022): 282–296, https://doi.org/10.31374/sjms.120.
- Costikyan, Uncertainty in Games.
- Salen and Zimmerman, Rules of Play.
- Philip Hammond and Holger Pötzsch, eds., War Games: Memory, Militarism and the Subject of Play (New York: Bloomsbury Academic, 2019).
- Adam Chapman, Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice (New York: Routledge, 2016).
- McCall, “Historical Problem Space Framework.”
- Chapman, Digital Games as History.
- McCall, “Historical Problem Space Framework.”
- Ambrosio and Ross, “War on Terror beyond the Barrel of a Gun,” 495–515.
- Hagen, “Learning (Better) From Stories,” 282–296.
- Banks, “Methodological Machinery of Wargaming.”
- Perla, Art of Wargaming; Banks, “Methodological Machinery of Wargaming.”
- McCall, “Historical Problem Space Framework”; Bogost, Persuasive Games; Costikyan, Uncertainty in Games; Banks, “Methodological Machinery of Wargaming”; Hagen, “Learning (Better) From Stories.”
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