* * *
There are various literary theories floating around about how many patterns stories fall into. "Rags to riches" vs. "rags to riches to rags" vs. "riches to rags", etc. A fellow aptly named Christopher Booker wrote, you guessed it, a book about books, or at least about stories, which we would probably collect in books? called "The Seven Basic Plots: Why We Tell Stories". In the TTRPG community the idea of reducing the universe of possible stories to X number of basic patterns has circulated enough that there's a Youtube video by creator Cabbit Crossing, "9 Types of TTRPG Stories Every GM Should Know".
| Booker | Cabbit |
|---|---|
|
1. Overcoming the Monster 2. Rags to Riches 3. The Quest 4. Voyage and Return 5. Comedy 6. Tragedy 7. Rebirth |
1. Combat/Battle 2. Mystery/Investigation 3. Revenge 4. Exploration/Discovery 5. Survival 6. Heist 7. Escape 8. Rescue 9. Politics (courtly/factional intrigue) |
Why do RPG hobbyists care? Because story is one of several things that brings players to the table. But sometimes DMs get writer's block; or sometimes DMs get bored with knowing everything and want a surprise twist too. When that happens, it's comforting to have randomizing tools to fall back on, to nudge the adventure-design process in a direction.