Mark CMG
Creative Mountain Games
I usually find myself in the middle. I wouldn't play D&D if I didn't like the rules and there are better, I guess more "free flowing" systems for a heavier narrative approach where the "game" becomes little more than background noise while we essentially RP out the adventure.
I guess that's what I like about 5th so far, it hits that nice spot between "Here's some rules to run your game." and "Here's some room to make it up as you go." It's not JUST rules and it's not JUST make-believe.
So, more than just a roleplaying game? What rules do you feel help enable storytelling?