I’ve found this thread to be extremely interesting, thank you everyone who has contributed so far! Before now I had not heard of Storylets/QBN as a concept. I’ve since read through Emily Short’s posts, watched the NarraScope lecture, played a bunch of games, looked at some of the engines, and read the source code to some of Autumn Chen’s games and it’s really helped me appreciate the format!
So far this week I’ve played: Social Democracy, The Archivist and the Revolution, A Mouse Speaks to Death, Winterstrike, Bee, and HEN AP PRAT GETS SMACKED IN THE TWAT.
And additionally I realized other games that I’ve played have Storylets too, like: Suzerain and Pathfinder: Wrath of the Righteous. Even some board games, like Twilight Struggle and Gloomhaven have choice-based Storylets!
I wanted to write up some of the common patterns that I’ve seen, as I would love to get any recommendations for games that are really pushing the boundaries when using this style of game design.
Storylet Acquisition
There are many ways in which one can “acquire” a Storylet. Some of the ones I’ve seen so far (from less to more freedom for the player):
-
Forced display. Some games will show Storylets to the user in an order of the game’s choosing. There may be a “deck” and “shuffling” happening in the background but that is entirely opaque to the user. There are Storylets in Pathfinder: Wrath of the Righteous and Gloomhaven that work in this way (with a single choice in the Storylet), where the player has no control over their display and they just pop into the narrative at pre-determined times.
-
Time-based display. Games like Social Democracy and Suzerain frequently have Storylets that are based upon the time within the game (a particular Year/Month) and will trigger a version of an Storylet at that time. This guarantees a certain level of momentum in the game, especially for games that need certain things to happen in a specific order, or by a specific date, in order to make narrative sense.
-
Dealing from a deck. Some games, like Bee and A Mouse Speaks to Death, will auto-deal Storylets from a deck and give the player a choice of which Storylet to select. Additionally, in both of these games Storylets not selected will be shuffled back in. This makes the selection higher-stakes as there is no guarantee that you’ll get back a Storylet that you skipped. Whereas in Suzerain, all dealt Storylets must be played in order to progress the narrative.
-
Drawing from a deck. It seems like DendryNexus and StoryNexus games encourage the use of this in some way, that seems to be the core of the mechanic (I’m sure this is obvious to most folks, I’m just coming in late here!). The exact composition of the deck of Storylets is opaque. The deck could consist of 1 Storylet or dozens, the user doesn’t know. Storylets could be “shuffled back in”, or not, after use. The user usually has a hand of some sort and may be able to draw less than a full hand before playing a card, or not.
-
Drawing from multiple decks. Some games, like Social Democracy, feature multiple decks which gives the player the option to choose which broad kinds of storylets they want to play (Party vs. Government).
-
Persistent display. Some Storylets are persistently available and can always be accessed (even if their options are enabled/disabled). Social Democracy (via your cabinet) and The Archivist and the Revolution (via the main daily menu) both provide ways of accessing some common Storylets.
-
Via a choice. A Storylet can lead to other Storylets via a choice. These choices can be disabled due to particular quality constraints that are in place. Sometimes this means that the choice is entirely hidden, or disabled with no context, or even disabled with contextual clues (such as in Winterstrike).
I personally liked the Dealing from a deck model in Bee and A Mouse Speaks to Death as it made me really stop and think about my choices and what direction I wanted the narrative to go in, as I knew that it could be all-or-nothing.
Storylet Introspection
I also find it interesting how much you can know about a Storylet before you choose to engage with it. Obviously in the cases of Forced Display or Time-based Display the game offers you no affordances.
However, in many other cases you may get:
-
A Storylet title (in most cases) or a cryptic title (such as in HEN AP PRAT GETS SMACKED IN THE TWAT where the title is based upon a tarot card).
-
A Storylet description. Sometimes short, usually enigmatic if there is one (such as in Bee or Suzerain).
-
A graphic. You see this in Winterstrike and Social Democracy where there is some graphic indicating the broad class of contents of the Storylet.
-
And in some cases, like most *Nexus games seemingly, you can even open up the Storylet, see the text and choices, and opt to close the Storylet out without playing it! I was, frankly, shocked by this - it seems to remove a big part of the chance element and encourages higher-levels of meta-gaming.
All of these can feed into your decision to engage with a story, or not. Personally, I liked the model used by Bee to provide some minor context without “spoiling” the Storylet, still giving the player the element of surprise as to what actually happens in the story.
Storylet Contents
I think this is the part of Storylets that most surprised me. When I read about the concept I immediately realized that a game that I had played previously, Suzerain, was using this model - and as a result I was expecting other games to have large chunks of narrative inside Storylets, but that’s not the case at all! And, in fact, it appears to rather exceptional.
What I’ve seen so far:
-
Extremely heavy text and choices. See this in Suzerain with individual Storylets having many hundreds of words, if not thousands, dozens of choices, and multiple characters.
-
An assortment of text and choices. See this in Bee, The Archivist and the Revolution, A Mouse Speaks to Death, and HEN AP PRAT GETS SMACKED IN THE TWAT. A good middle-ground of providing some narrative and player interaction while not being overwhelming.
-
Minimal text and choices. See this in Winterstrike and Social Democracy. Most Storylets have maybe a sentence at the beginning with one set of choices - and then conclude with a bit more text, maybe a paragraph in the case of Winterstrike.
I have a preference for the middle ground, I like that it continues to get the player engaged, provide some additional choices (not just one set), and doesn’t overwhelm the experience of engaging with the Storylet.
Interesting Mechanics
There was some variety in how you could interact with the Storylets in the various games I played. These are some of the most interesting mechanics I’ve seen so far:
-
In Social Democracy you can draw from multiple decks into one hand. This allows you to get a Storylet, look at its contents, figure out its requirements, and then draw from specific deck(s) to get storylets that will help you meet those requirements. For example, you might get a Storylet that can succeed with X budget spent, but you don’t have that money. So you then draw from your Party deck to try and find a fundraising card to help fulfill that goal.
-
In A Mouse Speaks to Death you have 3 “refreshes” that you can use to re-draw your hand of cards if you don’t have a Storylet that you’re looking for. Similarly, Social Democracy has a cabinet member with a special action where you can discard your hand (it’s time-gated so that you can’t do it too frequently).
-
HEN AP PRAT GETS SMACKED IN THE TWAT pretty much requires a level of meta-gaming (or extreme luck) in order to succeed at the game. There are a number of Storylets that end in a game over (either all of the time or if you haven’t met certain conditions) and thus it encourages replay to ensure that you get the right series of Storylets to progress the game.
-
Suzerain both has choices inside a Storylet that you can use to role-play a particular conversation with a character, but also substantial decisions are broken out into a single meta-decision. You may have 3 Storylets about increasing the budget to various governmental departments and you can say what you want in the Storylets, but once they’re all done you can make the official decision about what actually happens. This creates an interesting tension where you can have characters be like “but I thought we had come to an agreement!” (when you later back out/change your mind).
Aside: Deck-Centric Game Patterns
I really enjoy deck-centric games (Slay the Spire, Dominion, Gloomhaven, Hearthstone, Magic, etc.) so when I was presented with the concept of “Decks” dealing out “Cards” into a “Hand” I was immediately very intrigued! With the games that I’ve seen I think this mechanic is being severely under-utilized (if folks are aware of other interesting deck-centric mechanics in Storylet games please let me know!). Here are some mechanics I would love to see explored:
-
Deck ordering. Seemingly the deck is “shuffled” before every time a new Storylet is “drawn” in most of the engines I’ve seen. The user has no way of manipulating the order of the Storylets in the deck, nor ensuring that new Storylets enter at the front or the back of the deck.
-
Scrying. A common mechanic where you can look at the top X cards in your deck and choose to draw any number of them, with the remainder being discarded (or potentially going onto the bottom of the deck). This could allow for ensuring more-favorable Storylet ordering or support hunting for hard-to-find Storylets.
-
Discard. It seems like the only way to “discard” a Storylet from a deck is to ensure that whatever conditions are set no longer apply to it. There is usually no way for a user to completely remove a Storylet from a deck (although some games have the ability to re-shuffle your hand back into your deck, as mentioned above).
-
Graveyard. In the games that I’ve seen there are two types of Storylets: discarded-once-used and persistent. Persistent Storylets are shuffled back into the deck after use. However, I could see it being really interesting to have a way for used cards to enter a “graveyard” from which they could be “resurrected” later to be re-played, under certain conditions.
-
Card generation and When-Drawn mechanics. Right now this happens incidentally - you play a Storylet, make some choices, that affects some state, and that allows new Storylets to become available for play. However, I think not enough is being done to show a deck getting manipulated. For example, let’s say you played a Storylet and were given a choice where you could gain 6 money now, but then it shuffles 3 cards into the deck that, once drawn, would cause you to lose 2 money. Or even the inverse, with a negative action allowing for positive actions later.
-
A cost for card drawing. It’s understandable that the games I’ve seen haven’t limited a player’s ability to draw cards (as that’s the main meat of the game) but I could see an interesting side effect of allowing users to draw an arbitrarily-sized hand, with the cost of drawing more cards increasing with the more that you take (without playing). For example, I could see it being worth in-game budget in Social Democracy to be able to draw more cards with the hope of getting a rare Storylet.
But yes, thank you again for this thread! It’s gotten my creative juices flowing and I’m really excited to explore other games in this space and maybe even try my hand at making one, some day!