If you've sat down and agreed that this is a GM-dominated game, then you've voted on it, which makes it more of a cooperative game from the start. If it is a penis-waving contest, then you don't bother asking, you just take it.
Your definition of a 'cooperative game' which has apparently now expanded to games in which players agree to play in a GM dominated game, bares little resemblance to how you have described it before. Or the kind of game cantankerous is describing now. If you want to expand your definitions until it accepts everything go right ahead. But the question of 'who has authority' becomes meaningless under your distinctions.
Just to be absolutely clear, delegation of authority is just that. A delegation. You take your authority and assign it to someone else. Which means you no longer have it, that person does. When the players decide to delegate their authority to the GM, he then has more then they do. After all, they just gave it to him!
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I did. That runaway paragraph doesn't answer anything as much as say: "I don't know, it all depends". If the players all unanimously said: "We're sick of this power level, we want to increase it substantially", you'd say "Yes, unless you want panther cannons and an extra hundred karma." That's the gist of what you seem to be saying, and it doesn't make any sense to me either.
What more can you want from an open ended hypothetical question? Of course how I would react would depend upon the specifics of the situation. There are times I would bow to the will of the group, or a player, and there are times I would not. It would all depend upon the situation. What is really critical to the question at hand is not so much what, or why, a GM might decide, but if he decides. Is the decision his to make? In the case of my group. Yes, in most cases it IS mine to make. I listen to the feelings of the other members of course, but in the end we have decided the ultimate decision is mine to make.
Which means if I think that increasing the powerlevel of my game would be counterproductive to our fun, I do not allow it. Even if it goes against my players wishes. This example is especially true, because I have often had to make such decisions. My players have a strong tendancy towards Monty Hallisim, even though we all agree that it is often times counter productive to our fun. Which is one of the very reasons why we appoint someone to be GM, to thwart our desires which might otherwise get out of control.
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You're beginning to see my point! The GM does not require any authority to have a fun game.
Well if you think this was my point then you missed mine. What I meant was, groups will decide what level of GM authority is appropriate for them. For some groups, some levels will be more productive to fun then other levels. My group requires a GM with authority for the most fun. As a player I like a GM to have authority for the most fun.
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In fact, I daresay that the better you are as a GM, the less authority you need.
The skill of a GM is in no way linked to the amount of authority he has. It depends upon the desires of a group. I could be playing with the greatest GM in the world, but if he puts to much of things like NPC, setting, and plot creation I will likely not have a good time as it will break the suspension of disbelief for my character. Indeed, my interest are probably best served by having the 'best GM in the world' not listen to my suggestion on how to rule. As I know for a fact that it would be difficult to impossible for me to rule fairly on the fate of my character, I would always be to tempted to biased in favor of my character. Even though I know in the end that not facing the consiquences of my characters actions is counter-productive to my fun.
I'm willing to belive there are players and groups out there that are able to rise above these issues. But me and my group are not it. We have decide that our fun is best served by an authitative GM.
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And in actuality, it's usually exactly the same as everyone else at the table.
Unless of course its not. In my group, players surrender the right to adjucate game calls to the GM. They surrender the right to stat up NPCs. To control the setting. To determine the course and direction of the game. To adjucate the results of many unusual actions. To adjucate the rules. And even to cheat and ignore the rules if it best serves the interest of the games. None of which the players can do. Because they have decided this is the best way to do it. Now, if this is equal athority, then you have a different definition of it than I do.
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Most games are a lot more cooperative than most people realize. Discussing and voting on house rules before a begins is par for the course, nowadays. Writing character backgrounds on your own, instead of under the GM's eye or by the GM, is more-or-less expected. All these are elements of a cooperative game, and all of the are commonplace in "traditional" games.
I never said that even strongly authoritative games don't have cooprative elements. Or that there is a spectrum of styles in which games can fall in. My contention is with the assumption that a fully cooperative style of game is necessarily the right way to play. Or that the groups decision to give the GM's voice more importance could be incorrect in any way.