A story told from one perspective has a centre of gravity. Narrative asks a team to decide where that centre sits before it starts adding scripts, content, scenic detail, or character names. The experience can be benevolent, unkind, playful, omniscient, secretive, chaotic, or something more particular. What matters is that it knows how it treats a guest and speaks with that conviction from first awareness to afterglow.
The guest does not need to be the hero. They do need to understand who they are in relation to the world, and have a role clear enough to play. A strong role can begin small. It might let someone watch, choose, contribute, or perform. The Play Ramp makes different levels of participation possible without turning an invitation into a demand. Agency only counts when the guest can feel it.
Narrative has a second job at the end. The official story needs to make room for the guest's version of events. This is the Narrative Handoff: the beat where what the team built becomes something a person can carry, interpret, and retell. The One-Breath Retell is a useful pressure test. If the experience cannot be described with feeling and clarity, the guest may have been given atmosphere without meaning.