Barastrondo
First Post
AKA: "Mother-May-I" Gameplay.
At its worst, yeah. I tend to see it as "gaming the DM", which is kind of unavoidable.
Well, lemme back up a bit. I think that most every RPG out there hinges on the players and the GM being in some sort of accord. The more that the players can anticipate what the GM is looking for and trying to enforce, the better shape they're in. I don't mean this in a bad way (though it can go there, depending) -- for instance, in a James Bond game, the players who are thinking in terms of an espionage movie and its tropes will theoretically be doing well, because that's what the GM is looking for. Similarly, if the GM says "I'm running a four-color superhero game based on Astro City" and the players decide to all create grimdark '90s antiheroes made of gun-katanas, it is not unfair of the GM to say "guys that is totally not what I was talking about." So yeah, this accord is pretty pivotal.
The sort of play Robbins describes strikes me as ideal when you have a play group that's been together for a while, and when everyone knows and anticipates the GM and the way he tends to set up information dumps. However, some players are still going to be better at it than others. For instance, my wife talks to me all the damn time, frequently about gaming. She knows some of my foibles inside-out, like "Ethan is highly critical of hereditary rulership" or "This Gormenghast vibe means NPCs are highly tradition-minded, so appeals for a new way of doing things are not as successful." This gives her something of an advantage when knowing what questions to ask and what details to look for. So in a game where she's playing alongside someone who doesn't know me as well (which is probably anyone else), rolling dice helps level the playing field a bit.
TL;DR version: It's valid advice, but I think it's advice that's of variable utility depending on your gaming group. Some groups may do better with dice as an equalizer.