Narrative role-playing games (RPGs for short) are a relatively new cultural phenomenon, dating back only to the 1970s. They constitute an important part of contemporary Western popular culture. As in its other fields, crucial to RPGs are story schemata. However, no systematic analysis of these, regarding a selected set of texts, has been published so far. A promising analogy to film or literature research is encouraging enough to make an attempt to fill this gap. Although it is very difficult to study the schemata in real game sessions, scenarios may be analysed instead. Firstly, the stories they tell are an approximate equivalent of what happens during the game itself. Secondly, such research may yield verifiable results. And thirdly, the scenarios have numerous literary qualities, which allows the use of well-proven methods of literary studies. Especially useful in preliminary research are the methods of classical narratology, which has turned out to be a useful tool in analysing the phenomena of popular culture. With such instruments, twenty texts set in two game worlds (Neuroshima and Call of Cthulhu) have been researched. The analysis has led to distinguishing two story schemata, one for each universe. They exhibit both peculiarities and similarities. The article also suggests further possibilities for the academic exploration of RPG scenarios. Such research may increase our knowledge of role-playing games, and less directly - of the people who play and of the culture of the West, in which various kinds of games are gaining a more and more significant position.
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