Jasmine Otto - Cyclic Plot Generation in a Narrative Instrument @roguelikecelebration
Jasmine Otto - Cyclic Plot Generation in a Narrative Instrument  @roguelikecelebration
Uploaded October 2021 | Updated September 2026, 1 day ago
I am developing 'druid game', a narrative instrument which explores the 'clinamen' of plot between mages, priests, and cultists all fighting to control a dangerous and ultimately unknowable world, hurting each other badly in the process. Rather than taking the perspective of any one player in this game, I ask that the querent read through and with the narrative instrument, which proposes a dramatic plot and a sequence of scenes (one of many possible) through which it is articulated. I will argue that this approach maximizes the value of the system to creative player retellings while minimizing content burden on the narrative designer (also me for now).
Jasmine Otto - Cyclic Plot Generation in a Narrative InstrumentLeigh Alexander - McMansions of Hell: Roguelikes and Reality TVCezar Capacle: Enhancing Narrative Through Randomness and ComplicationsJon Perry - UFO 50 Fireside ChatPhenry Ewing: A Million Little Players: Monte Carlo Simulations for Game DesignEverest Pipkin-The Fortunate Isles-Fragment Worlds, Walled Gardens & the games that are played thereYounès Rabii - Pokemon Glitch - Story of A Roguelike With No AuthorDavid Brevik - Fireside Chat (The Making of Diablo)Kes - Hunting the Asphynx: Roguelikes, Provenance, and YouGeorge Moromisato - Love Letter to NethackSébastien deepnight Benard - Mixing hand-crafted content with procgen to achieve qualityMark Johnson - Generating Riddles for a Generated World
Roguelike Celebration |

Jasmine Otto - Cyclic Plot Generation in a Narrative Instrument

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER