Kamikaze Midget said:
There is a problem in me with the "5" response. Because while D&D is, of course, both, sometimes one has to give for the other, and it's a question of how much you fudge and handwave for your group's sense of story vs. how much you let the dice lie as they may.
That sounds eerily like what I said earlier, and so I must agree with it on principle!
The way I look at the game vs. story dichotomy is the quality of each in relation to each other. Above
Aaron L points out that a necromancer creating undead and the PCs running off ot destroy them and kill him is a story.
Well yeah, but its a
bad story in and of itself. If that's the extent of the story, then you're looking at the game being much more important. The session will be more about the PCs going in and kicking butt. Maybe lots of roleplaying, but unless you're Pulitzer level roleplayers, I doubt there will be much story involved. Lots of dialogue, perhaps, but no real plot to speak of.
But, the more involved the story gets, the better it is at telling a story, the more constraints the PCs will feel. Because the more story-involved the adventure is, the more foreplanning the DM must do. If you've got a long drawn out murder mystery and the PCs make the Sense Motive checks against your antagonist, realizing that he's hiding something when the plot called for him not to be a suspect, well, you've got two choices: fudge or go with it. If story is more important you fudge, if game is more important, you don't fudge.
Sometimes you can't have both and you have to choose. Which way do you choose?