Mearls needs to know what a true Storytelling Game is all about
From the recent Escapist Magazine article about the future of RPGs:
"I have a theory about RPGs," Mearls said. "When 2nd edition really got focused on story [in 1989], we had what I call the first era of RPG decadence and it was based on story. The idea that the DM is going to tell you a story, and you go from point A to point B to point C. The narrative is linear and [the DM is a] storyteller going to tell you a static story, and you would just get to roll dice occasionally."
Now, I counter with a quote from the World of Darkness corebook:
"Storytelling games involve at least two, although preferably four or more players. Everybody involved in the game participates in telling a group story — the players create and act out the roles of their characters, and the Storyteller creates and reveals the plot, introducing allies and antagonists with which the players’ characters interact. The players’ choices throughout the course of the Storytelling experience alter the plot. The Storyteller’s job isn’t to defend his story from any attempt to change it, but to help create the story as events unfold, reacting to the players’ choices and weaving them into a greater whole, introducing secondary characters and exotic settings." (The World of Darkness, page 22)
Now my soapbox:
This so called "Age of Decadence" was an age where in order to compete with the games coming out of the White Wolf Games Studio, TSR had to put more focus on the story, because dungeons weren't enough anymore. It was a Renaissance in games not a step backwards as he makes it sound like it was. Only the worst of Storytellers would run linear stories. Everyone became part of the story and the DM was less of a god and more of facilitator. And just because you put down the dice didn't make it any less of an enjoyable experience.