WoeRie a écrit :I think the problem of storytelling is that the focus is on the story, not on the actions of the players, which could (but of course does not need to) result in railroading.
I agree that pure storytelling forces the players to become active themselves or else they just watch a whole session just as a bystander (if the GM doesn't actively involves them). But I don't think storytelling should be seen in a "negative" way, that takes away your control over your character and just throws them into a GM-desired direction.
I'll give you an example of my Intro from the Red Fall Scenario (
minor spoilers): The group finds the injured PC and looks around for clues. I let them roll and on success they find footprints. No more details at first, just footprints everywhere. Based on the degree of success I add a little bit of detail to it (e.g. you see prints coming from different directions, or merging at some place, indicating a fighting spot etc.). Then the players start roleplaying. They want to compare the footprints to each other, make own prints and compare the size between them, see if there is a difference between human and animal prints. They even take out a yarn and measure their own foots, write the size down and compare this with the prints they've found. In the meantime they follow the prints into the high grass, getting an impression of the direction.
All these actions are so inventive, that I reward my players with more information. The size was smaller compared to the attacked PC, perhaps coming from two attackers, plus some animal footprints (wolves or dogs).
spoiler ending
This is the thing I love about roleplaying. I don't tell my group everything based on good or exceptionally good rolls. They still have to play. I know this requires good/experienced players, that's why I can also feed these information to players with a high degree of success, but with "less inventive" roleplay. On the other hand, if they are just expecting everything based on their rolls I will give them less, because I want them to play out the techniques and ideas involved which represent the actions of the character that lead to this high degress of success.
So in general I use rolls usually for information gathering. In social social situations they usually have to play themselves. I don't like it when a player has a character who is for example very cunning and deceptive, but can't play anything of this (yet expects a "reward" based entirely on successful rolls). The roleplay itself opens up the possibility to make the roll. No roleplay/no ideas = no roll. I totally understand that some players don't like this attitude, because to them roleplaying is not like a drama school.
During our Unkown Armies campaign we stumbled across this article about better roleplaying, which I highly recommend. It really improved our gameplay.

11 ways to be a better roleplayer:
http://lookrobot.co.uk/2013/06/20/11-wa ... oleplayer/