Darkness said:
Well, I can do story myself. I don't need anyone to do it for me. I think I'm not the only one, either.
NOTE: This pots does NOT, nor has it ever, addressed Darkness' comment. It is a pre-emptive rant.
I can do rules myself, too. In fact, I do rules myself. Still we get books for rules.
I don't think this argument can hold any water, especially if we're not talking about less books with "story" in it, but virtually no books.
And I'm also looking at it from a perspective of a new DM. He gets tons of new rules, but advice for stories to play out? Help with the role-playing part of the game? "You're on your own there, buddy. Don't get killed, and be home before nine." That is a - to me - slippery slope that leads to less emphasis on story in the "new generation", which leads to less story in official supplements (since that's not what's wanted), which in turn leads to even less emphasis on story.
I don't want to see out summer blockbusters, exclusively. I want to see other films, too.
Oh, and for a positive example concerning story: "Legacy of Dragons", the AU monster book, had encounter ideas for each monster. These encounters, small as they were, went over the usual "you walk in the wilderness and out springs a troll" type of encounters that seems to run the gamut now. In a small block of text, I got inspired. Inspired to use the monster. My synapses (is that an English word?) started firing, sparks flew, and I constructed stories.
Yes, the human imagination is a wonderful tool. And it works even better when it's kickstarted. Making a new feat is lazy, easy. It's contained. Inspiring DMs and players to tell stories - that's difficult. Who ever read "Weapon Specialization" and thought "I'm gonna hinge a story on that."?