The Ghost
Explorer
I think this is a major misunderstanding about RPGs. You can tell stories about D&D, but you can't tell stories within D&D.
I disagree with this point. D&D is a great vehicle for telling a story. In fact, I will state that its best use is in telling a story.
Playing a "human DM" RPG (as opposed to playing pre-defined game like Baldur's Gate II or Neverwinter Nights) is quite different than "telling a story." No one has editorial control.
Everyone has editorial control. The DM over the larger story arc and the players over their individual characters.
If the DM was just "Telling a story" there'd be no need for dice or character sheets. You can tell stories later about how the game went down, but you can't tell a story during the game.
The existence of rules governing the limits of a characters actions does not define what is or is not a story. Nor does the introduction of a random element define what a story is.
You can only explore possibilities and roleplay your character (as opposed to anyone else's).
That's why comparing D&D to Battlestar Gallactica or Watchmen ultimately breaks down. There's no Ron/Alan Moore equivalent who has control over where the story is going or how it's going to end, or when characters will die or redeem themselves.
Yes. It is an exercise of collective story-telling. Each player in the game has control over a part of the narration. Each player can make decisions about the world and advance their part of the collective story. And each person can choose to go into long discussions about morality, the nature the universe, right and wrong, etc. Or they can choose to tell a much more black and white story were good is always us and evil is always them. Either way you are still telling a story.
Your definition of what a story is is much more narrow than what I believe or what I was taught in college.