el-remmen
Moderator Emeritus
But like you're saying, the process produces a story. So you're creating a story. Not a specific predetermined story, but story nonetheless. And I think it is weird to pretend otherwise. And when when deciding whether X or Y happens (whilst either would be reasonable and fit previously established facts,) choosing the one which seems more dramatically interesting is perfectly good criteria. Oh, and whether you realise or not, as GM you will decide things based on what's 'cool to you' or 'dramatically resonates'. I think it is better to be aware of this instead of pretending that you could be some sort of creatively blank automaton, or that being such would even be desirable.
Sure, I sometimes make those choices (and sometimes players make them, when possible) but I am not thinking about the kinds of beats and resolution I would keep in mind while writing a story when I am designing the scenario or running the game because I don't know what will happen (and I want it that way!). I am not a "rule of cool" guy - though when I have the opportunity to include something cool, I do. But I am not gonna (for example) keep a PC from dying in a random encounter that went bad just because dying during the final confrontation of the module would be more dramatic (though some games are designed to have such mechanics and that is fine for those games - but not what I want out of D&D personally) in the moment it will be dramatic enough.
I guess, the way I look at it is not in total disagreement with you, but there are a wide variety of kind of "good stories" (and that includes ones where all the good guys die) and I am not trying to push it towards any particular kind (save perhaps for the limits established by setting and theme), but am open to the ones that emerge.