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The Catalyst Co-Author

Story games · Play the system, share the pen.

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You run your game's rules and GM moves to the letter, and that gives players story authority whatever their characters can do. They name factions, frame scenes, help decide who did it. Failure always drives the story, with clear stakes.

Your best-fit players: The Story Co-Author. Both share the pen: players write the world, and the GM pushes it back at them.

In story games, players hold the authority. They trigger flashbacks, a success can win narrative control, and the GM often doesn't roll. Ben Robbins's test: your power over events doesn't hinge on your character's fictional ability.

What you do well

  • Players share ownership of the story.
  • Stories that no one could write alone.
  • Clear stakes are set before every roll, so failing leads somewhere interesting.

Where your style trips

Softness creeps in: no hard moves, gentle scenes, and the heist becomes a two-hour planning meeting.

The fix: If players offer a golden opportunity, make your game's hard move. Start mid-heist. Flashbacks can cover the plan.

Things to practice

  • Before a campaign, try its tone out in a one-shot.
  • So you get to play, rotate who runs the game.
  • For each front, ask yourself "what happens if the players do nothing?"

Who you'll click with

Players who lean Storyteller, Method Actor tend to love your table. Tactician, Casual Gamer players may need some conversation first. Most players span several of Robin D. Laws's player types.

Players who'll love your table

Talk it through first
The Dungeon Delver. Agree who invents the world's facts: the player wants to find them, the GM wants them shared.The Systemic Realist. Decide which parts of the world are fixed facts and which the players invent at the table.

Get your players to take the player style quiz

How to prep

Prep fronts: two or three threats, each with an impulse, a countdown clock and a do-nothing outcome. Write questions for the table to settle.

Pitch your table with these

On screen
Knives Out, Ocean's 11, Annihilation, Cowboy Bebop, Leverage, Sneakers
Actual play
Austin Walker (Friends at the Table): writer's room methods, player-made factions, heists with flashbacks, epilogues written together.
Games
Blades in the Dark, Fate, Monster of the Week, Masks: A New Generation, Brindlewood Bay, Apocalypse World, Avatar Legends

A culture of play describes a table, so one 5e group could sit in two cultures on two Tuesdays. From John Bell's "Six Cultures of Play".

Terms on this page: Clock, Front, Story games

The 6 GM styles

Glossary

Clock
A named circle of 4, 6 or 8 segments. When it's full, that thing happens.
Fail forward
Failure still moves the scene, at a cost. Luke Crane's phrase, from Burning Wheel.
Front
A prepped threat, Apocalypse World style, with an impulse and a countdown clock.
Lines and veils
Limits set before play. Lines keep content out; veils keep it off-screen. Ron Edwards, 2003.
Neo-Trad
Trad since about 2015, in two kinds: collaborative (a shared point pool) or tactical (packaged abilities, rules-fluent GM).
Oracle
A yes/no procedure for GM-less play, with odds you set and a chance of a twist.
OSR
Old School Renaissance: classic dungeons, modern player-facing design. Player skill tackles the game, referees use common sense, failure buys information.
Session zero
A meeting before play to set expectations and limits, often building characters together.
Story games
A culture of player authority: players trigger flashbacks, successes can win narrative control, and GMs often don't roll.
Trad
A storyteller GM with a plot. Mechanics mostly serve combat; the story sits above them.
X-Card
Anyone can tap it to cut content, no questions asked. John Stavropoulos, 2012.

Credits and further reading

Based on John Bell's "Six Cultures of Play" (The Retired Adventurer), Robin D. Laws's player types, Christopher Chinn's Same Page Tool, Justin Alexander's The Alexandrian and Sandy Petersen's horror advice.