CrusherBob, frankly, I'd hate to play in a game like that, as GM or player. I'd find it completely unchallenging, and when I beat the army, it's like "meh, why'd I need those other guys? There was nothing risked, and so really nothing won. We were just sitting around, making up cool scenes to see who could make up the coolest scene. It has no value." I may as well just go play with myself, unless my problem is I'm particularly uncreative. That is also not the sort of game that the Shadowrun mechanics are made to support. The shadowrun rules say quite clearly, "the attacker rolls this many dice, the defender rolls this many, and that" (not a group vote) "determines who wins".
Now, I'm not saying you're wrong (although you are ;P ). If you like that style of play, go for it. There is nothing stopping you from doing a freeform game in a Shadowrun setting. But it isn't using almost all of the Shadowrun book and frankly, as an RPG, it sort of falls on its face for me. At that point, it sounds a lot more like collaborative fan fic than an RPG (since as a player, I'm not just playing MY character, but I'm determining the course of the entire world, the army, the other peoples' players, the NPCs, etc.)
And since we seem to be arguing the worst of dictator GMs vs. the best of collaborative games, I may as well point out I have played in a few freeform games. Generally, without a strong GM, it comes down to "I hit you with my arrow!" "No you didn't, you missed!" "Uh-huh!" "Uh-uh!" Which, I daresay, is just as much of a gamekiller as the GM saying "oh, sorry, 25 successes you umm... fail." Without someone (or something) to say "alright, you're right, you're wrong", purely collaborative games are just as vulnerable to crashing and burning, if not moreso, than any other sort.
QUOTE (Cain @ Oct 26 2008, 07:29 PM)

"(Me):
A benevolent dictator can and should do that, when appropriate. I consider myself a "benevolent dictator" GM and I do that - when the game allows. However, sometimes I don't. For instance, when talking about an NPCs reaction, or whether a shot hits or not. This is especially true in regards to story-related things, since the players don't know the plot or what other NPC players are involved, and I do. If I say "sorry, the truck already left", or "the matrix host suddenly goes on lock-down", I say that for a reason, and I'm not open to a vote on it. If the players decide they'd like to vote on the plot, they're welcome to - in their own game."
The issue comes up when you're pushing for something. For example, let's say you have a pornomancer who tries to seduce an NPC. Now, you may or may not have a way of evading his abilities; but when the player says: "I rolled 25 successes", you're going to need a damn good reason to tell him why he failed. You can pass the player a note that says: "It's a story point. Play along." and hopefully your players have enough trust in you to go with what you have planned.
You're still being collaborative. You still get to make up stuff as you see fit. What you give up is the unnecessary tyranny so many GMs are used to.
Okay, why did DS dro nested quotes? This is stupid. I'll try to put what you're responding to back in the quotes.
In the situation you create, the benevolent dictator has basically written himself into a hole. If he made everything come down to NOT seducing an NPC, and the PC who is great at seducing NPCs anyway successfuly seduces her, the GM made a bad boo-boo (admitedly, one that is more inherent to one GM than to more collaborative gaming).
The GM does have several options, but we'll assume this GM, who has already proven himself not to be especially bright, only feels he has the two available to you, plus one more I think you'd approve of;
1) Say "um... No. It doesn't work." This wouldn't work because the GM is violating the rules he set down. It isn't "benevolent" to violate the rules at your convenience. So this isn't really an option.
2) Say "um... I screwed up. Imagine you got a 0 on that so I could move on with the plot." This is "benevolent" since it's 'asking' for the indulgence of the players (it isn't really. If they don't indulge the GM, the game probably grinds to a halt, so if they want to enjoy the game, they have to allow for it to continue.) Still not the best choice, but an option. It is collaborative, however, but does not mean the GM is not a benevolent dictator.
3) Opens up the floor to suggestions. "Guys, I screwed up. This NPC needs to keep this information secret, but Bob (damn you, Bob!) seduced her. If I share the information, the game is done for. How do you want to proceed?" And the players perhaps say "go with the dice, let Bob seduce her", "Wait, my character Joe will keep them separate, since Bob keeps having sex with everything on two legs, including some bar stools", "I shoot Bob". The GM knows it's a good plot and says "okay guys, I don't want to shoot Bob, and I don't want to kill the plot, so let's go with option 2. Bob, are you cool with that?" Bob doesn't agree and the GM relents saying "Okay, we'll just go with the dice as they lay."
Is the GM being collaborative? Definitely. Is he being benevolent? Definitely. Is he still a dictator? YES. Why? Because, even though he gathered information, he had the option of saying "okay Bob, you gotta trust me on this. Joe, I'll let you pre-empt Bob by asking him to hang out in the car on this one." And within that game, that decision continues (if the players leave, the game ends). He basically had the option of choosing between 1, 2 and 3 and he himself chose based on the information he gathered (even if the one he chose was the one most of the people voted for, the point is, he chose it).
QUOTE
"I've never dumped a player, and I've never had anyone complain about my GMing style (except insofar that sometimes I focus too much on the technical side, or too much action vs. social stuff, etc., none of which is related to whether I take votes or not, I think."
It sort-of does, actually. You said you ask players what kind of games they prefer. That's a shorthand way of taking a vote, adding your opinion in as well, and producing something you hope will be pleasing to everyone. If everyone else's perfect game is opposed to yours, you can either give in, or tell them: "I don't think I can help you", and go looking for another group.
However, I'm still the dictator in that game. Gathering information via polls does not make Castro not a dictator. He's just using the tools available to him. This is what I'm saying, you CAN collaborate and be a benevolent dictator. Sometimes you should collaborate ("do you like more puzzles in future games?") and sometimes you shouldn't ("Joe, you just got shot in the head." "Nuh-uh!")
QUOTE
"The game system itself is built to arbitrate those decisions which normally are assigned to the GM - if the game assigns them into portions to other players or offers a situation where they can weigh in that responsibility is not abdicated, it is delegated."
Such a system could be imported into Shadowrun without much effort. Just rewrite Edge to be "story points" as well as a dice mechanic, and bump up the refresh rate some. At any event, the GM does have a role, but now he's got more reason to include player input into the narrative.
I don't know what is this "Edge" you speak of. It sounds communist, and therefore wrong.
You touch on an interesting point though. Is a benevolent dictator restricted by the rules? This is a discussion in itself, but I would argue he is restricted insofar as he is observed. If I miss hitting the bad guy in the final scene, and I use karma pool to reroll and get 8 successes, the GM can, behind his screen, reroll his dodge test saying "he'll use karma pool too" (without specifying how much he has) and nod, "he made it, but barely", even if in reality he didn't.
As long as I don't suspect the GM is cheating and bending the rules, this is acceptable. The moment I do, his choice was the wrong one and his actions are no longer benevolent. If he said "bite me, you miss", that would not have been benevolent at all.
I would argue that, since the GM and the players generally all come to the table agreeing to be bound by the rules, that appearance is desirable, and any violation on the part of the GM is no longer benevolent. If the rules give the PCs more power, the GM has to work around those rules. However, it would take a pretty significant shift in dynamics to overthrow the GM as the guy who is ultimately the dictator in charge of the game.