> The fact that original Dungeons & Dragons role-playing came out of wargaming means that a small bit of the adversarial relationship between player and gamemaster sort of survived hidden in the subtext of the game. You will find tables that rely upon the rules to protect [players] from what they see as a predatory GM who will kill their character given the chance. And in those tables the idea that, "No, storytelling together is what this is about" isn't what's happening. You might say, "Oh my god, we managed to tell a great story," but it was all under the guise of a contest.