I don't entirely agree with the author's assertions that storytelling and roleplay are mutually exclusive. I think you can tell a story and keep it fresh and dynamic in a roleplay environment, and in the end have a tale that could have ended many different ways depending on how its participants reacted. Alternatively, an environment without a direction and ambiguous general goals leaves people lethargic.
A good example of this is the general rp populace in eve in various rp chat environments and even ingame. People generally shoot the shit, engage in idle conversation, and go about their business. Sansha Kuvakei suddenly returns from the dead with a quest for vengeance, and suddenly we have hundreds of people excited and ready with a sense of purpose. The plotline is linear, Sansha is probably going to do whatever he pleases regardless of player input, but people are genuinely excited just to have an opportunity to be apart of a story and something greater.
A story has given them this outlet, not the utopia of free-form roleplay. I, personally, have run several adventures on several characters throughout my tenure in eve, and I've experienced the excitement of being part of a larger story and not knowing where it might end. To simply exclude one from the other is, in my eyes, both tragic and needless. Why not take the best of both worlds and combine them?