QUOTE (ravensmuse @ Oct 8 2011, 12:38 PM)

Brain, I think you need to take a step back and realize that how you're arguing in this thread is actually exactly what you're railing against. You're not looking for discussion, you're looking for people to acknowledge your playstyle as "right". And no offense? If this is what debate is like at your table, I wouldn't want anything to do with it. Sorry.
Debate at my table goes like this: (And again, this only happens during play during learning phases.)
"Alright, we've found a problem in the rules, I've thought about it and propose this".
And then the others might say:
"No, I think we should do it like that, because..."
And when noone has anything more to add to the mechanical bits.
"Alright, so... who thinks this is better, and who thinks that is better? Ah, alright, then we'll take..."
You see, there are no wrong and right rules, but there are of course good and bad rules. That's up to the debate. On the other hand, there is only one best baseline that you write in a rulebook about what everyone should do within the game. A baseline that is then completely open to interpret as you like, and draw whatever social contract that you like. That baseline that allows this by default is obviously superior to the one that first restricts you, then requires you to ignore parts of it, and then can be made into a flexible thing.
And at this point we are still not in the process of logically discussing this, because one side keeps coming back to empirics. I am intentionally not always coming back to my own bad experiences.
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You're also being incredibly disrespectful to people trying to talk to you about this. You can't go about yelling at people for not getting at you while at the same time disrespecting what they're doing at their own tables. You could take a step back and listen to what they're saying and critique your own style; none of us are ever perfect.
I'm not disrespecting what they are doing at their tables, I'm disrespecting the baseline they are drawing: That GM-choice is the baseline, and everything goes on from there. Fact is - alright, let's rephrase that, since it was criticized - IN MY OPINION, most of the sensible people arguing here actually do not run or play in really authoritarian tables. Probably they haven't ever, so they don't know what it's like. Those that do and still like it, I guess, were either the GM, very lucky, or... I don't know. The closest comparison I can find is poor people voting Republican.
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You keep appealing to an authority you don't have. You keep saying, "this has worked at thousands of tables!" and "it works great for everyone!" but you've presented us no evidence of this. No Actual Play reports, no game session recordings, no new rule system playtested by a thousand tables - hell, psychological blind studies utilizing of a bunch of people playing in different styles. Stop using this appeal, dude; it's not getting you anywhere when there are people whose games have been running fine and fulfilled for years upon years.
I've never quoted any kind of evidence that points to democratic gaming being better. Because there IS NONE! I'm saying that the baseline of "work things out together and make rules as a group" CAN work for everyone, while the other one has been proven, both logically and by -a dmittedly circumstantial - evidence not to. If you want to see within this thread how it's been proven then read that post above by the guy calling himself Ol'scratch. That guy is basically making my point for me.
And this has nothing to do with special cases, like game types that require that not only the characters don't know what's going to happen, but the players don't either. I'm only concerned with the baseline.
(Who said they didn't want to see me playing Paranoia? Damn right you are

. But calling Paranoia a roleplaying game is just...off. It may be roleplaying, but it certainly isn't a game.)
Oh, and the funny thing is, authoritarian systems mostly DO work, because any opposing opinions are disregarded, and the person holding them thrown out or otherwise dealt with, like calling them assoles and troublemakers and such. The entire problem is that the system works as long as everyone is having fun. But if one person stops having fun, then... well, the others will still think it's working, but this guy gets the shaft. Granted, if he's the only one seeing a problem he probably won't get far under a democratic system either.
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You're using the pop culture version of what Gygax's games were like. Have you ever read anything by Gygax, any of Gygax's players, or people playing in the Old School Renaissance genre, whose theme is "rulings, not rules"? That's pretty much up your alley, dude, but you're being blinded by a version of Gygax that isn't true. The "ha! You're dead!" modules exist
solely because of conventions, whose goal back in the day was to challenge players and see how far they could get. Gygax himself was pretty much about challenging you in the arena of intelligence, not brute strength; go back and read some of his Dragon articles from the 00's. Or read some of the stuff Old Geezer talks about over on RPG.net. Or crack open a copy of
Professor Layton and X to get a feel for what his home games have been described as.
True, I don't know much about these old sessions. The only thing I know about are the strange ideas of traps he apparently had. Well...
You do understand though, that even in the context of challenging players that you have to play by the rules to do so? Or else there was never even a challenge, or at least the challenge was never doing anything within the game. It was somehow getting the GM to let you pass.
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(Dungeons and Dragons is a crazy thing to talk about in the context of gaming theory. 3.* is, well, a tightly oiled engine that people are way too fetishized about, and 4e would be an indie kid's dream if they'd jettisoned / re-jiggered the "outside of combat" stuff; it's a tight, focused game of player challenging tactical combat that's perfect for "Step On Up" style play.)
D&D 3.5 is a more or less consistent system that tried to define mostly everything with detailed rules. That's... well, still not one of the major problems. The major problem is scale of numbers compared to scale of RNG. And rocket tag. It's borderline to a streamline combat engine, except not so streamlined, and it tries to hide a bit that it mainly deals with combat.
D&D 4 is a MMO®PG. It's a pretty pure combat engine, focused on action adventure, not suitable for the full gamut of roleplaying.
Oh, but one more time, because you said you were thinking more about theory:
Why do you need rules?
Why do you need a GM?
Would you need a GM if the rules were perfect? And perfect means that everything is resolved really quickly and with as much or little detail as you like. And if yes, then for what specific tasks?