This seems to implicate some common ways of playing D&D (fudging, curated arcs/APs) more so than “story” games. I like the idea of letting the dice decide (e.g., the referee is reminded about it in my homebrew system), but I don’t think it’s a popular or common way of playing modern D&D. If the dice go the wrong way, there’s going to be an impetus to fudge or take some action (boss has drama-dependent hit points, etc) to prevent the result from messing things up. For those who like that way, the drama dice provide is more important than the randomness.Specifically, uncertainty in potential results. Swinginess. Random happenings because the dice get a mind of their own. That sort of thing.
I have played and like some "story" games, but one thing many of them lack is uncertainty. Their mechanics tend to favor participants being able to say things that become true in the fiction (even if they don't call it that).
I prefer when participants in D&D (and similar "trad" games) say what they would like to be the case, and then the dice decide how that turns out. That goes for the GM, too, btw -- the GM being subject to the same uncertainty is equally important in creating a truly surprising and novel experience.
This isn't to say that no participants should have certain choices. I think players should get to design their characters without having to deal with dice, and GMs should be able to build the initial conditions of play (the "situations") with as much or as little random information as they desire. But once play starts, I say roll those bones in the open and stick by what they say, whether it's a random encounter with an ancient wyrm (don't forget to roll reaction!) or the BBEG gets one shotted by the torch bearer.
Edit: fix typo
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