My definition of emergent narrative: Unique stories that develop naturally during gameplay, and are not imposed by the theme or objective.
Take for example, the following rules primer to Chaosmos:
Players start the game with a hand of cards that each perform a unique function. Each of the 10 planets holds caches of other cards, and you can land on them and drop off cards or take new cards.
Sounds pretty straight forward, right? If there were no objective at all then it would be a pretty useless game. So we add an objective, but a very distant one: Your goal is to have a particular card in your hand “The Ovoid" at the end of the game (when all players have finished their final turn). So now players have an end goal, but there's still not a lot of information about what to do on your turn. In addition, let's add a small constraint:
Your hand limit is 7 cards.
Since all players are moving about the same board, now all of a sudden it matters which cards are left behind on which planets and when. You aren't just managing your hand, you are also influencing the hands of your opponents and the cards they discover on each planet. Different players may want different cards, depending on their strategies, and that may naturally lead to players battling over cards and the envelopes that contain them. Players may begin to trade with each other. Players will begin to lie to each other about where certain cards are located. Since all players have the same goal, eventually conflict of some sort will develop, and it will develop totally differently based on how their personalities and strategies interact. This emergent gameplay leads to unique moments, and (for the thematically-minded players) unique stories. That's emergent narrative, and, to me, it's the basis for a great board game.
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