I enjoyed the opportunity to draft a proposal for a Library Game Night for my Strategy & Roadmap report last week. It was helpful to get some of my ideas on the page where they could be scrutinized and reorganized as necessary. Now I feel even more prepared to get the ball rolling in my library — fingers are crossed!
The resonance and overlap between games and stories is obvious even on their face: games, as often as not, are propelled by narratives, be they supplied by the content and “game world” of one in particular, as in classic boardgames like Catan, Risk, or Candyland; stories are also created merely by the act of playing, in something as simple and abstracted as chess or poker. There’s not plot or storyline in these games, but as we go through the motions of play and feel the tension and release of competition, there is still a narrative being woven and expanded, even if we do not realize it.
Games allow us to live out stories–timeless, strange, fantastical, even horrific–and to create stories of our own. In no medium is this intimate, interwoven relationship between games and stories more essential than tabletop role-playing games (TTRPGs). Epitomized by now-classic titles likes Dungeons & Dragons and Pathfinder, the form is currently enjoying a boom unparalleled even by its initial rise to power in the 70s and 80s, heralded largely by independent publishers pushing their own systems that serve either as loveletters to the early heavy-hitting titles, or as radical departures in form and content — or somewhere in-between.

Dungeons and Dragons, 1st edition. TSR Games (D&D is now published by Wizards of the Coast, a subsidiary of Hasbro). Cover.
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Pathfinder, 1st edition. Paizo Games. Cover.
At their roots, TTRPGs are games rooted in imagination. Random chance and some player skill also feature prominently, but the heart of these games lie in the players’ abilities to use their wits to navigate the environments and hazards they are greeted with. Dice rolls should never outweigh a player’s cunning and ingenuity.
In essence, these games are a living story told in dialogue between the Game-Master/Dungeon-Master (GM/DM) and the players-characters (PCs), who together compose “the table”. There are no boundaries except those negotiated between GMs and PCs, nothing is impossible (but that the dice say is so), and the rules are as flexible as the table wants them to be.
Since early June, I have been running a weekly TTRPG table on Thursday afternoons for Teens while they’re out of school. A coworker of mine is doing the same on Monday evenings. She runs 5th edition D&D, whereas I run a newer system named Shadowdark which seeks to emulated the high-risk, high-reward dungeon crawling of Old-School D&D. Attendance has been all over the place: I got 10 players the first week, and four the next. Some weeks see no players at all. The silver lining of an empty table, though, is a solid two-hour opportunity for me to devote myself to TTRPG session prep and nothing else!

Shadowdark RPG’s “Player Quickstart Guide”, which is available as a free pdf online! The Arcane Library. Cover.
Though geared towards and advertised for teens, I’ve had players from 9 to thirty-something join in the fun. The best part: ever player, of every age, brings something different to the table. It is my responsibility and solemn duty as GM to meet all players where they are at, make whatever they imagine at least a possibility if not a reality, and to see them strive and hopefully succeed within the game world.
And by the grace of the gods we have been successful! Whether a session has had one player, or eight, my players have gamely met the challenges I have thrown at them: rats and traps in dark cellars, a bog witch hiding in the city sewers, toxic mushroom spores, and numerous other hazards both environmental and monstrous. Not once, blessedly, have I heard a groan or a gripe (at least not dramatic enough for me to recall).
I will not lie: it is a time-intensive endeavor. If your plate is full, as so many library staff’s plates are, then this is not the program to add to your roster. I’ve had to juggle a lot of things since making this part of my weekly program rotation, and have struggled with my fair share of deadlines as a result. But if you feel an itch for creativity and storytelling, and are looking for a program for potentially all-ages involvement as well as a dedicated following, this is the program for you!
I will say that one need not dive completely down the TTRPG rabbit-hole to leverage the narrative appeal of these games. A new subgenre has sprung up in recent years of “story games” that are less mechanics focused, instead positioning the narrative squarely as the focus of the game. I read online somewhere the difference between TTRPGs and story games, put succinctly: in TTRPGs, the GM says “This happens,” and players say “I do this, I do this, and I do this;” in story games, the GM says “This happens,” and players say, “then this happens, then this happens, and then this happens.” The story unfolds in one continuous movement, rather than moment-to-moment or action-to-action, and it is not hampered by skill-checks, with randomness taking far less precedence than in your usual TTRPG. Indeed, many story games do not require GMs, or are “GM-agnostic”, meaning that the game can be played with or without a guiding referee figure.
As I shared in my Strategy and Roadmap report, the Heart of the Deernicorn has great resources in this area, particularly when it comes to story games. The have a wonderful list of game recommendations for community game nights, broken down by GM-requirements, prep time, and content/age restrictions. I trust their resources implicitly, seeing as they are both a critically awarded game development studio, as well as a long-time game night runner in their home city of Olympia, Washington.
Check them out, use or buy some of their stuff, support indie publishers, and have fun!

Roll high, and don’t die!
