The developers, and people that talk about less "rollplaying", just aren't familiar with systems outside of simulationist/gameist D&D and others (FYI the storyteller system from Vampire is simulationist despite their incoherent text).
I guess the developers just love illusionist play where they all follow the prescripted story like a passive audience.
Koby said:
That part is exactly what is wrong with modern CRPG, for me at least.
I like my P&P P&P: a simple and easy universal system (something along the line of d20 or GROUPS) that IS being used only for reference, where the most of the work (what happens, how it happens, etc) is job of the players and the DM. What ever doesn’t work/fit in the P&P system is instantly thrown out the windows and in exactly that moment human creativity comes into play.
Then why don't you play with a better rule system that actually supports your playstyle instead of drifting the rules with fiat.
System Does Matter
"I have heard a certain notion about role-playing games repeated for almost 20 years. Here it is: "It doesn't really matter what system is used. A game is only as good as the people who play it, and any system can work given the right GM and players." My point? I flatly, entirely disagree.
"Whoa," you might say, "my GM Herbie can run anything. The game can suck, but he can toss out what he doesn't like and then it rocks." OK, fine. Herbie is talented. However, imagine how good he'd be if he didn't have to spend all that time culling the mechanics. (Recall here I'm talking about system, not source or story content material.) I'm suggesting a system is better insofar as, among other things, it doesn't waste Herbie's time.
"Oh, okay," one might then say. "But it's still just a matter of opinion what games are good. No one can say for sure which RPG is better than another, that's just a matter of taste." Again, I flatly, entirely disagree."
In P&P the most important part of everything is in the description, as in the verbal one, whether it is the DM description of the room the character is in, the NPC he meets and in the description of the action of the character as it expressed by the player, in P&P, character stats are secondary to his description, and how the DM and the other characters perceive/interrupt him/his actions.
There is more then one style of P&P.
A lot of GMs that want a "story" just string the player characters along, letting them add color (descriptions) but not 'ruining the story'. The players can have a muted agreement to go along and they can enjoy it but talking about story creation (not dictation) could open new doors.
With a good DM, IMO, dice rolls are the least importance, and in P&P the "flow of the game" is completely at the hands of the players and the DM! back in the day when I played a lot of P&P (AD&D 2nd edition, dark conspiracy, ars megica, and rolemaster), mostly as a DM, everyone enjoyed a whole of a lot more from the moment I said "screw the dices, I have a good campaign and i'm not going to let the dices ruin it!", and as someone that got quite a few compliments on his DM skills I can tell you that just a few rolls of natural 20 and/or 1 can ruin a campaign.
So the players enjoyed you telling them a story through force.
Narrativism: Story Now
"Going "no system," especially for IIEE aspects of play, combines the undermining aspects of both of the above two approaches, especially when the author idealizes story as a product rather than Narrativist play as a process. Don't forget, all role-playing has a system; turning it over to "oh, just decide and have fun" merely makes the system crappy and prone to bullying.
What's the problem with this? Why am I being so harshly critical? It all goes back to Force - if establishing the IIEE circumstances is under one person's control, without reference to any System features, then scenes' outcomes become the province of that person. Which in turn means that the decisions and actions of player-characters are now details of this one person's decisions. Narrativist de-protagonism is the near-inevitable result."
Maybe trying to play a simulationist based game with a system designed for a different type of simulation (or even gameist) isn't the best choice. Why not use a system that isn't about tactical survival if you are just going to fudge everything anyways.
A good campaign is about the plot, the obstacles the characters face, how the characters deal with those obstacles, whether it is a difficult battle or solving a mystery. A lot of bad DMs think that a good campaign is about contingencies, as in what happens if the dumb players kill an important (to the plot) NPC, even if he is a 20 level worrier (sometimes all it takes is ONE natural 20). The better the DM is, the less he uses the dices.
A GM doesn't have to use dice to just lecture to passive players. A ruleset that is designed to create real stories can be as complex as it wants and still deliver story. You are sitting players down and removing how they impact the world, removing rules and options to 'expand creativity' instead of using a system that has rules made to expand creativity.
"Force (Illusionist or not) isn't necessarily dyfunctional: it works well when the GM's main role is to make sure that the transcript [series of events] ends up being a story, with little pressure or expectation for the players to do so beyond accepting the GM's Techniques. I think that a shared "agreement to be deceived" is typically involved, i.e., the players agree not to look behind the Black Curtain. I suggest that people who like Illusionist play are very good at establishing and abiding by their tolerable degree of Force, and Secrets of Gamemastering seems to bear that out as the perceived main issue of satisfactory role-playing per se.
Producing a story via Force Techniques means that play must shift fully to Simulationist play. "Story" becomes Explored Situation, the character "works" insofar as he or she fits in, and the player's enjoyment arises from contributing to that fitting-in. However, for the Narrativist player, the issue is not the Curtain at all, but the Force. Force-based Techniques are pure poison for Narrativist play and vice versa. The GM (or a person currently in that role) can provide substantial input, notably adversity and Weaving, but not specific protagonist decisions and actions; that is the very essence of deprotagonizing Narrativist play."