I’m interested in learning about mechanics in RPGs that promote good storytelling. A couple examples of the sort of things I mean:
Primetime Adventures has each player define an issue that is central to their character. When their character is involved in a scene, they have to have something at stake, often something related to their issue they stand to gain or lose. This makes scenes and their outcomes meaningful to the character.
Also, at the start of the season, players collectively decide how prominent each character will be in each episode, allowing certain characters to take the spotlight at certain times. This encourages players to think about their (potential) character arc for the season, how that interacts with other characters’ arcs, and the overall storyline of the season.
During character creation in Fiasco, characters are tied together with a web of connections, including things to fight over or past grudges to fuel tension. Gameplay boils down to characters can either control the setup or the resolution of the scene, but not both. So players can’t get what they want without cost and fear losing what they have.
Both examples above are mainly concerned with character-driven stories: what choices do characters make and how do events change them. But I’m open to exploring other narrative theories and methodologies.