Scott Christian
Hero
I agree with both of you.The case could be made it's encouraging, or at least open to, cooperative storytelling...
...but then there's that whole DM Empowerment thing.
So WWGS /and/ Paizo are to 'blame.'
Never thought if it that way.
I guess the GM is the storyteller no matter how you define it. Which makes the game a storytelling game. They alone have the ability to know what is coming up next; be it a trap, a random encounter, or a meeting with an angry bartender. They know the plot, or at least have an outline of it. They know the conflicts, and hopefully the motives of the NPC's that might cause a conflict. They probably have an idea of where the climax of the session(s) will occur and whom with. They foreshadow, create moods, and use all sorts of literary devices. They create (or know) the literary elements as well.
So it might not be like a novel or movie. But, it uses all the same mechanics.
On a side note, never thought of the AP that way before. I think a lot of the early adventures were: "Here is the conflict. Solve it." Now, it's more: "Here is the conflict. Here are the steps needed to solve it. Go solve."
I kind of like both equally.