All the ganz mespuchah came to town for the office summer party, and we had narrative workshops. These were in no way silly fun games, they were Very Serious. Okay, they were silly and fun, but they were also serious.
One game we like to play I dubbed Ludonarrative Resonance. I don't claim it's original -- my friend Shelly made a similar game for movie pitches, and probably lots of people have something like it. It's a card game for breaking folks out of their familiar tropes.
What you do is you take index cards, or blank playing cards like these and separate them into four piles: Setting, Main Character, Goal, Mechanic.
You write a mess of cards with the word Settings on their backs, for example:
- Paris, in the 20's, sort of
- A city with a dark secret
- Zombie apocalypse
- The dreams of a dying scientist
- A decayed city in a faithless empire
- A forgotten town in the Deep South
- Sparta!!!
- Renaissance Florence
- A volcano island
- An apologetic Englishman
- Member of an arcane order of assassins
- A mysterious circus girl of unknown age
- A sly fox with poor impulse control
- The Monkey King
- A beginning witch
- A not entirely harmless lamb
- Become a Real Boy
- Bring back the Old Ones
- Bring your beloved back
- Get the MacGuffin
- Survive
- Heal the monsters
- Go to there
- Social stealth: pass as one of them
- Deck builder
- Walking simulator
- Parcour
- Battle Royale
- Romance simulator
- Enter dreams and alter them
- Soulslike
- Punch them in the face
- Time loop
A lamb
An apologetic Englishman
EDIT: This game is probably better with small teams. Some folks like to hear themselves talk, and in large groups people are inclined to let them talk. If you have twenty people, you might want five teams of four or four teams of five, and give each team five or six minutes to come up with a pitch and two minutes to pitch it to the other teams.




