This one is for Aaron the Pedantic. It has been bouncing around in my head since watching this livestream awhile back:
Dungeons & Dragons aspires to be a Virtual Reality experience. Rather than use keyboards and monitors and goggles, it does so using narration and the human imagination, which are more convenient hardware and software to work with. I do not believe that our technology is yet even remotely close enough to provide the same level of VR immersion that D&D can to a vivid daydreamer.
Because of the way our brains engage with narrative, we treat the DM's narration as "truth," at least temporarily; so long as it maintains a certain level of verisimilitude. And, that suspension of disbelief serves to help us let the VR experience unfold. in D&D, Narrative doesn't exist to tell a story per se, it exists to help you see what happens; it delivers the experience. The dice and crunchy mechanics dictate the shape of the Narrative to some degree, both to ensure that the Narrative remains interesting and does not hit dead ends. And they serve to make sure that the narrator, the Dungeon Master, remains an impartial observer and interpreter of the rules, rather than a biased one.
There is a lot of muddled discussion over whether Dungeons & Dragons "tells a story" at all. That confusion comes from the fact that the word "story" has two different connotatively similar denotative meanings. On the one hand anytime we narrate events, we can be said to be telling a "story." On the other we have a structured art of creating a satisfying narrative with a beginning middle and end, deeper moral meaning, symbolism, and a message which we call a "story".
Telling someone about the funny thing that happened while you were waiting in line at Starbucks is not the same as performing Macbeth. They are both called "stories" even though they are radically different things. This is a major source of the confusion.




