I think we are actually quite close in our thinking (at least about the nature of rpg play, if not what to call it).
I don't believe it to be a "simulator" of the stories, but a simulator of the worlds/people/magic the stories take place in.
I think you're not too far from the mark here, at least as they originally intended.
I believe it was always the intention of the game to be ABLE to simulate the novels the authors were interested in if they wanted to. Or to be able to simulate minor characters doing unimportant things in the same world if they wanted to. The rules don't simulate novels. They simulate fantasy worlds.
I do not think this is quite true. Having looked at the first rules sets, I think they were pretty clearly writing/reflecting a tactical game that was being played with fantasy trappings (descended from earlier wargames and inheriting some of their mechanics and trappings). It was only later, that it occurred to folks that this might be used as a venue(?) medium(?) platform(?) whatever-it-is-that-an-rpg-might-be that people could use to tell full and rich stories. I think the texts of the early versions bear out the growing recognition of that possibility and by the time 2e arrived it was recognized as a clear goal of play (perhaps
the presumed play goal of the 2e books.)
You are correct. However, I believe that it was the intention of the original authors that the PLayers and DM actually bring that story. There's a lot of recommendations in the rules to do precisely that.
It's like the rules say "Here's how much damage a fireball does, because we know you'll need to know that when a Wizard of the White Tower casts one in your storyline. But we don't want to tell you what the storyline should be, so the rules don't tell you that. Simulate whatever novels interest you. We've given you the tools you'll need to do that."
Gygax at times ranted that any change in the rules meant that you weren't playing D&D (which may have been motivated by some copyright issues, as I understand it.) His only recommendations for changes seem to reflect the ideas of "fairness" or "challenge". Its only (AFAICT) by the time 2e comes around that we have explicit advice to change/alter/fudge the rules and results of the engine for the sake of story. I think 1e D&D is pretty explicitly not about
being the great heroes of prophecy (or whatever) and more about finding out
if you are said heroes. @
pemerton has pointed out that some of the Basic D&D texts seem to recognize the desire for story in the game, but this occurs mainly in the introduction, and the rules do very little to reflect any presumed protagonism on the part of the PCs.
That said, when the idea
did plant itself in TSR's collective noggin, they did take the tack that you suggest above. To my eyes, it was fairly explicitly modeled on stage-theatre. The game was the stage, sets, and bit players; the DM was the playwright and sometimes director; and players took the part of the stars (including getting told where to go, and how to perform). The text of 2e took this viewpoint and many subsequent games as far afield as World of Darkness inherited it. Its failure to satisfy many story-oriented gamers (particularly in the WoD games) seems to have been a primary motivator for the advent of the Forge.
I think that all roleplaying games are story games by being roleplaying games. Running D&D as you've suggested above with no story really removes it from the category of roleplaying games as you can do this exact same thing with the Descent board game or any of the D&D board games like Castle Ravenloft. It is the fact that you take the role of a character within a story that makes a game a roleplaying game.
I am not entirely certain, but I don't think so. The 1e DMG (IIRC) has a random dungeon-generator in the back. I don't think one can claim that the authors of the first rpg were intending story to happen with a random dungeon-generator (except perhaps randomly, as it would in say sports or war). I believe that D&D inadvertently created a third category somewhere in the between "storygame" and "boardgame", where play doesn't
necessarily follow a clearly defined story arc or present character theses with well-defined anti-theses and resolutions for them. That third category is what I think a lot of D&D play is, and I have no other word for it than "role-playing game".