Storytelling Systems
🌌 Storytelling Systems Through the Lens of Systems Philosophy
Section titled “🌌 Storytelling Systems Through the Lens of Systems Philosophy”To build storytelling systems at a high level, you need to stop thinking like a novelist and start thinking like a gardener of emergence. You’re not writing the story—you’re building the conditions for infinite stories to unfold.
Let’s reframe storytelling not as “telling” but as a system for generating, transmitting, and evolving meaning across time.
⚙️ What is a Storytelling System?
Section titled “⚙️ What is a Storytelling System?”A storytelling system is:
A bounded system of information + interaction + transformation
that creates coherent emotional arcs
from the interplay of agents, environments, and time.
🧠 Systems Philosophy Breakdown
Section titled “🧠 Systems Philosophy Breakdown”Let’s apply core systems thinking principles:
1. Emergence
Section titled “1. Emergence”A story emerges from interactions—not from isolated nodes.
💡 In practice:
Rather than scripting a fixed story, build systems where:
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Characters interact based on motives
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Locations evolve from player choices
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Objects hold memory (think Elden Ring’s item descriptions)
Like a petri dish of cause and effect, your system produces new stories every time it’s used.
2. Boundaries & Interfaces
Section titled “2. Boundaries & Interfaces”A system only exists if it has boundaries and interfaces with the outside world.
💡 In storytelling:
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The boundary might be the rules of your narrative world (e.g. physics, morality, factions).
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The interfaces are the ways the audience or agents engage with it: choices, exploration, observation.
The goal? Make interfaces feel intuitive and expressive—let the system invite play and meaning.
3. Feedback Loops
Section titled “3. Feedback Loops”Feedback shapes evolution.
💡 In stories:
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A hero fails → learns → adapts (positive feedback loop)
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A villain lies → builds power → collapses under mistrust (negative feedback loop)
In your system:
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Player action should feed back into the world (changing relationships, environments, events).
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Passive observation (like finding an old letter) can still alter understanding, which changes future choices.
4. State, Memory, and Entropy
Section titled “4. State, Memory, and Entropy”Systems have state. Stories are how we track and transmit changes in state over time.
💡 In implementation:
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Every item, place, or character can hold stateful memory.
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Example: A city that remembers you burned its library vs. one that didn’t.
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This allows branching narratives and emergent drama.
5. Attractors & Patterns
Section titled “5. Attractors & Patterns”Complex systems fall into recurring attractors—stable states or loops.
💡 In narrative:
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Archetypes (hero’s journey) are attractors.
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Conflicts between order and chaos, betrayal and trust—they’re narrative patterns the system wants to fall into.
But with a storytelling system, the question becomes:
Can you design your attractors, then allow chaos to explore them differently each time?
🌱 Your Role: Narrative Ecologist
Section titled “🌱 Your Role: Narrative Ecologist”You’re not just a designer. You’re:
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Crafting rules of interaction
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Planting narrative seeds
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Letting agents evolve
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Watching themes emerge organically
You don’t write the story. You write the laws of story-space.
🧰 How This Could Manifest in Tech
Section titled “🧰 How This Could Manifest in Tech”Imagine building this:
🛠️ “Mythos Engine”
Section titled “🛠️ “Mythos Engine””A real-time storytelling simulation engine for:
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Games
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Theme parks
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Personal memory apps
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Dynamic worldbuilding tools for writers
Components:
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Agents with memory, goals, and emotional models
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Environmental simulation that reacts to history
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Symbolic metadata layer (themes, archetypes, plot seeds)
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Feedback visualization (timelines, relationship webs, morality shifts)
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Exportable narrative arcs (for authors, devs, game masters)
Final Thought
Section titled “Final Thought”The universe doesn’t tell a story.
It is a story.
But only to systems complex enough to perceive pattern in chaos.
Build that kind of system—and you’re not telling stories.
You’re creating a new layer of reality where stories are inevitable.