Najo said:I think this is a given. I also think 99% of story driven games do this. But, when all of those statistically modified random results that did help build a story come to a lurching halt from time to time, many GMs and players both fudge to get the best entertainment possible. Notice I said many, not all. I do think most of the time a good GM can work with whatever the dice say happens, but a good storyteller knows when a random result ruins months of effort and they are doing nothing wrong by bending rules. That is why in nearly every role playing game it says that the GM can break the rules when they deem it appropriate.
When the story is already written by the DM and then "played", it's not a "story-driven" game but also a simulation-driven one.
Najo said:Keep in mind, there are entire camps within the roleplaying hobby that are advocates of diceless role playing or games without systems at all. They tend to be high drama and story driven, require a degree of maturity to resolve disagreements and usually spend time exploring character development, puzzles and the hidden aspects of the campaign's world. These groups using this play style use common sense and drama, incuding allowing characters to die, when the story and the player's actions deems it necessary.
Some story-driven RPG uses dices others only use ressources management. The techniques used to resolve the conflicts are only a little part of what make an RPG story-driven or not.