"Change" in the last sentence here is a bit loaded - from the point of view of those who are playing as Hypersmurf describes, it is not changing the situation but adding to it, amplifying it, or rendering it more precise and detailed.your explanations represent a totally different approach to the game than the one those opposed to dailies and encounter powers are advocating. This is the crux of the disagreement.
People don't want to have them in their game because they want a particular mode of play where you describe what you do and then, as needed, use the system to resolve things. This then creates a new described situation in an endless circuit of description-reaction-redescription.
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And if you have to change the situation retroactively to explain it, it's incompatible with a type of game where you make decisions based on the described situation.
The Burning Wheel Adventure Burner gives a simple example: my guy is fighting in a kitchen, and I want to perform an Assess action to spot a kettle of scalding water. The book suggests that, on a successful Perception check the GM should say yes - not thereby changing the situation, but rendering it more precise in a plausible fashion.
This is the BW approach to setting writ small (I'm thinking of the Adventure Burner here). It's an approach I'm a big fan of - the Adventure Burner is the single best GM book I know, and I find it on the whole to be a better help for running 4e than the 4e DMG.
Paul Czege talks about the same sort of approach to adjudicating NPC personalities here, and I'm a big fan of that too:
I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this.
Ron Edwards, in his gamism essay, makes the following observation:
Step On Up is actually quite similar, in social and interactive terms, to Story Now. Gamist and Narrativist play often share the following things:
*Common use of player Author Stance (Pawn or non-Pawn) to set up the arena for conflict. This isn't an issue of whether Author (or any) Stance is employed at all, but rather when and for what.
*Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration as such can be deferred, rather than established at every point during play in a linear fashion.
*More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.
*Reward systems that reflect player choices (strategy, aesthetics, whatever) rather than on in-game character logic or on conformity to a pre-stated plan of play.
*Common use of player Author Stance (Pawn or non-Pawn) to set up the arena for conflict. This isn't an issue of whether Author (or any) Stance is employed at all, but rather when and for what.
*Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration as such can be deferred, rather than established at every point during play in a linear fashion.
*More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.
*Reward systems that reflect player choices (strategy, aesthetics, whatever) rather than on in-game character logic or on conformity to a pre-stated plan of play.
I think this is a pretty good list of the features of 4e that (i) bug the "dissociated mechanics" crowd, (ii) make it appealing to me, and (iii) explain why it can be used as both a light narrativist vehicle (my approach) or a light gamist vehicle ([MENTION=27160]Balesir[/MENTION]'s approach).
Whereas part of what I like about Rolemaster over Runequest is that it has certain mechanical points of choice that open a door, however modestly, to player metagame agendas. In action resolution, these are the need to make decisions about how to allocate an overall bonus in melee combat, and how to balance risk vs resource expenditure in spell casting. In character building, these are decisions about how to spend build points every time a level is earned.When it comes to fantasy party/troupe based gaming, I like the earliest modes of play. The kind that gave birth to Runequest and Rolemaster and were a very common approach to OD&D.
Runequest does not have the same sorts of choices: attack and defence are separate skills, and all character development is driven and constrained by ingame fictional considerations.
For me, 4e does better what I used to do with RM, which is allow a light, mechanically fairly vanilla, narrativism, with a very mechanically heavy resolution and build system of the sort that a fairly conventional roleplayer has grown up on and enjoys deploying. (These same priorities make Burning Wheel look appealing, although the narrativism in BW is obviously a bit less vanilla.)