Narrative is the set of assumptions, models, evaluations, epistemologies, tropes and categories that human beings use to simplify their decision making in life. Every individual has a personal narrative that is the result of their individual experiences and adaptations to those experiences.

However, because people in a shared community will tend to share a large fraction of their individual experiences (generally as a result of having most of their experiences generated by other members of their community), we can talk about the "master narrative" of a community which is the abstract collection of assumptions, models, evaluations, epistemologies, tropes and categories that are considered "obvious and true" by the community writ large. A civilization toolkit is an example of something that is part of a master Narrative.

Importantly, most people are largely unaware of their personal narratives. In fact, for those members of a community for whom the master Narrative generally "works" (i.e., leads to wellbeing on a consistent basis), the master narrative itself is largely unconscious. It is the "water" in which the fish simply swim.

Unfortunately, there is no guarantee that either your personal narrative nor the master narrative(s) in which you participate are in alignment with your personal wellbeing. We call these kinds of narratives (or their components) malware.

We believe that most and perhaps all of the Game A master narrative (and the Game A personal narratives that it generates) are malware and should be replaced with a game~b narrative specifically designed to generate fulfillment and wellbeing and improve both discernment and capacity.