Lyxen
Great Old One
Ultimately, it's a game, not a narrative.
Nope, "The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery."
So when the aim of the game is storytelling, it can certainly be a narrative.
If you want to give freedom to act to your players you will have to accept them taking actions they benefit from (whether these benefits are like "I don't die" or "this makes my character's personality richer").
And first, not all actions need to be that outrageous ("I don't die", come on...) but second, the game explicitely tells the game master that he has the total freedom that he needs so that his player have fun, so there is nothing in the game preventing the above.
If you want characters to act more like "in the movies" you need a ruleset that rewards such behavior.
And it does. amongst the tools that the DM has (and in addition to being able to do exactly what he wants with any rule of ruling), he can grant advantage or disadvantage at any time, for example if the player is really creative: "Consider granting advantage when … A player shows exceptional creativity or cunning in attempting or describing a task."
So the ruleset is there, ignoring this is shows a very biased reading of the rules.
I mean, it's not strictly the only solution and therefore saying "you need this" isn't strictly true.
But trying to make players act in ways that aren't in their characters' best interest is imo never gonna work out in the end.
As long as we are talking about the character's interest, it is normal that it happens that way, but you are not talking about this, you are talking about the player's best interest in using the game system to his advantage.
The only real way is to make the game allow and reward actions you want to see.
And the problem, as usual on the internet, is that you want so much to make a point that you paint things in black and white.
That is actually my whole issue with this thread. @FrogReaver not only makes an outrageous statement in the title of the thread and sets up his games so that they are deliberately fictionless. It's perfectly his rights toy do so, but it is still totally incorrect, as proven above, that the game is designed exclusively with this in mind.
Rather the contrary, the game is designed with roleplaying and storytelling in mind. If you read the books cover to cover, you will see many words from the authors that sustain this, and not one word saying that you have to play fictionless, but of course people who are only interested in the rules (despite, once more, the fact that the authors have specifically written many times that the game is NOT about the rules themselves) do not read these words.
But this means that, if you don't take as a basic principle the fact that the game has to be fictionless and deliberately make it so, it is actually exactly the contrary that happens, it is very much about fiction and it works really well because the ruleset is deliberately fuzzy and at the hand of the DM and the players to create the fiction that they collectively want.
And then, there are all the intermediate cases of tables who fall in the middle, who make their game more or less fictionfull depending on the phase of play, the situation, what the players and the DM wants. There is not a single way of playing, there is no superior way of playing the game, but there is certainly NOTHING in the game itself that makes it deliberately fictionless, whether in combat or outside of it except for the deliberate choice of some players to make it so.