I’ve always loved narrative gaming.
Not because I want perfectly balanced scenarios or tournament-level competition.
I love those moments that nobody planned.
The moments where the dice tell a better story than you ever could.
Recently, my mate Ara and I finally managed to get a game of Legends of the Old West onto the table.
It had been a long time coming.
I’d spent weeks slowly building scenery, painting civilians and putting together a new Wild West table. Seeing it all assembled for the first time felt fantastic.
But the thing I’ll remember most from that game wasn’t the table.
It was an old man.
Old Man Yells at Villains
Before the game, I’d painted a civilian miniature of a grizzled old fellow with a magnificent beard.
I’d placed him beside the town’s wanted board, shaking his fist at the outlaws.
Naturally, he earned the name Old Man Yells at Villains.
He wasn’t a hero.
He wasn’t an important objective.
He was just part of the scenery.
At least, that’s what I thought.
The Moment Everything Changed
Ara was playing the law.
Through a combination of unfortunate decisions, questionable judgement and the sort of chaos only tabletop games can produce…
…the lawman killed the old man.
Suddenly, this anonymous civilian wasn’t anonymous anymore.
He had become someone.
And once he became someone, he needed a family.
One Game Creates the Next
Driving home afterwards, I couldn’t stop thinking about it.
What happens now?
Surely the old man’s family wants answers.
Maybe they live out in a hunter’s lodge beyond the edge of town.
Maybe they’ve heard conflicting stories about what happened.
Maybe they don’t believe the lawman’s version at all.
Perhaps justice, in their eyes, looks very different.
Without writing a single page of backstory beforehand, the next scenario had already written itself.
That’s the magic of campaign gaming.
You don’t invent every story.
You discover them.
House Rules That Build Stories
One of the reasons this game felt so alive was because we added our own little touches.
The civilians weren’t static scenery.
Each turn they reacted to events around them.
Some panicked.
Some froze.
Some fled.
One or two became angry enough to confront armed gunfighters.
Ara even introduced moving tumbleweeds that drifted across the table with the changing wind, occasionally blocking lines of fire or slowing movement.
None of those rules made the game more competitive.
They made it more memorable.
Building Places That Matter
I’ve realised something while planning future terrain.
I don’t want to build random buildings anymore.
I want to build locations.
That hunter’s lodge isn’t just another cabin.
It’s where the old man’s family lives.
The Indian camp I want to build afterwards isn’t simply another terrain piece.
It’s another chapter waiting to happen.
Every building becomes a place where stories unfold.
Why I Love Narrative Games
I’ve been watching some fantastic creators recently whose battle reports feel less like game recaps and more like short films.
The dice are still there.
The rules still matter.
But they’re supporting the story instead of replacing it.
That’s what I want to create.
Not just reports about who won.
Stories about why any of it mattered.
Start Small
The funny thing is, none of this began with a campaign book.
It began with one painted civilian standing beside a notice board.
One unexpected dice roll.
One moment that nobody planned.
Sometimes that’s all a campaign needs.
Not pages of preparation.
Just a willingness to ask one simple question after the game ends:
“What happens next?”
