@Thenomain said:
So in asking how writers come up with this, what I hope is that through example players can be encouraged to think of themselves as writers of the story and not players of a character.
I can't speak to comic book writing specifically, but certainly in general fiction writing, you don't bust out a RPG handbook, make up a protagonist, and roll dice to figure out what happens to them.
But when writing a story (be it a comic book or a novel) you are writing a story. You may have whole team involved (as @Roz described), each with their own ideas and agendas, but (hopefully) you're all marching toward a unified vision. You have lots of meetings to plan things out, review and revise drafts, etc. It's a lengthy, collaborative process.
That is very different from a MU*. For starters, you have a whole bunch of players each wanting to tell a different story - one where their character is the main protagonist. Many players are resistant to planning things out in advance, preferring an experience more like improv acting. So decisions have to be made quickly on-the-spot. There is no revision process (barring the extreme, dreaded retcon).
So sure, in principle I agree that players should put story over stats. I am very happy when players can just work things out amogst themselves without resorting to code or rolls. But when conflicts arise, I think it's beneficial to have a way for them to be resolved speedily and impartially.
Dice systems are neither perfect nor absolutely essential, but I for one find them quite handy.