Put simply... I hate dissociated mechanics, I hate any rule which pulls my players out of playing a roll and forces them to do something other than role playing, I feel it kills immersion and takes away from the experience. I’m not interested in “developing a story together” that’s not the player’s job, the player is just supposed to play his character, the DM/GM is responsible for narrative, story, world etc.
First, the GM's a player too. Also, since you brought Fantasy Craft into this, did you read Chapter 7 and the Fantasy Craft Method in the Guidance and Errata document? Crafty's always made highly narrative games. SEH, SG-1, SC2.0, FC, Mistborn. They're nice and crunchy, but still highly narrative.
Storytelling features in a game can also really mess up a well designed adventure, for example…
I would contend that if they do the adventure wasn't well designed. It's no different then any way the players interact with the GMs plans.
I was reading fantasy-craft, it mentions that while hiding from goblins the player gets a threat, so he starts spending action dice, spending enough action dice allows him to follow the goblins back to their lair, sneak inside, get the general layout, and sabatauge all the weapons and armor the goblins have putting them at a combat disadvantage later….
It's just an example. Any AD use beyond the specific uses in the book is an exercise in GM creativity and bargaining. Also, I think you're misreading the example and not properly appreciating the costs. 4 AD is a major cost, it should have commensurate rewards. The player was rolling to sneak past some guards while sneaking in. He's already inside the lair.
1) what if I want there to be a goblin master-trapper, and designed traps everywhere, 2) now I either have to force the roguish player to deal with the traps solo (likely getting killed far away from his supporting party) or 3) I have to deny his use of action dice, the player then says “but I did the same thing against the orcs and the ogres… maybe there is something fishy going on at this monster lair, I’ll be extra careful in there…” 4) now after the player feels let down at not being able to use his character’s unique talents, 5) the rule has also tipped off the player about an adventure feature I wanted to be a complete surprise.
Nothing of the sort. The player spends 4 dice and you decide what that means. They may make suggestions, but the reults are up to you. If you can't think of a good result, give them the excess dice back.
I am ok with a little bend in this, some minor tweaks on skills or damage by spending action dice, but I want to avoid huge adventure changing screw ups like the ones mentioned above.
So don't narrate results that wide and reaching. Simple.
and lastly... this is a manifesto I agree with in regards to "role-playing" games...
A Gamer's Manifesto
And I reject all of that as crotchety old man hogwash. What's your point here? Also, a manifesto? Really?
I mean, I get that you don't like the developments in the art of RPG design after 1985, but you not liking them for whatever reason doesn't make them wrong or pathetic.