Obviously you're wrong.
But naysaying isn't helping anyone here.
That one you got right..
I agree with everything prior to this, but not this.
Unsurprising. The umpire/referee does not design a playing field or make tactical decisions for the opponents. Play does not stop while one team or player asks how a rule should be applied. All of these activities are examples of how the DM is more a participant than any umpire/referee.
when we remove the improv during a game. So the pattern of the field of play and rules can be deciphered through play.
This is the opposite of what happened with Kreigsspiel. The original designer labelled it “not a game” and provided no improv. The later designers added improv and it was perceived as moving towards, not away from, being a game. The opposite of your premise that improv is not consistent with “a gane”.
You just said in the previous quote, "IOW, it was viewed as the façade of a game, but not actually a game, by its own designers."
But victory points are there. XP score. Since it's a cooperative game no one's declared "the winner".
The absence of a winner is a difference between RPG’s and “games” commonly cited by RPG designers and authors. “A winner” is a requirement in some widely held definitions of “game”. They aren’t the only valid definitions, but neither is yours.
And yet the game system is incomplete. Maybe you mean "unfun"?
D&D is also incomplete. And I mean “broken”. Some people enjoy figuring out how to break the game, making a broken game more fun to them.
So Toon is a game that covers every player attempt and the others are broken. Go figure.
That is the only logical conclusion which can be reached based on your definitions.
As I said before, the books are suggestions, not an all encompassing design. There are multiple suggestions covering the same areas even. And of course the obligatory - DMs are never allowed to improvise in D&D.
Your view on the prohibition against improve has been thoroughly and repeatedly debunked above, so no point reiterating that here. I will however, note that the only way to turn those suggestions into an all encompassing design is to improvise as gaps arise.
I take it you didn't miss all the DM screens published for every version of D&D? Do you not know why they were there? Like why all the modules had maps for tracking locations? Is any of the mere existence of this stuff proof for you?
Screens were a means of hiding information, including module design and even die rolls. Many gamers find secret rolls inappropriate if we are to “let the dice fall where they may”, and roll in the open. Why are they published? Because many GM’s use them as both shields and references (they all have reference tables, not just sight blockers with nice pictures), and therefore they could generate revenue. Maps are also illustrations to provide greater description in less space, and I didn’t tend to draw on mine in 25+ years of GMing.
Gary left a lot up to individual DMs.
Indeed he did. As cited repeatedly above, he knew no rule set could cover all possibilities, nor was it even desirable, so he expected DMs to improvise.
D&D is the first RPG. By my understanding Kriegspiel was a wargame.
The designer’s title said it was not a game. I credit his interpretation over yours.
You're ignoring all the dozens and dozens of tables for the DM to roll on in D&D? I prove beyond a shadow of a doubt what a DM is for and you choose to forget the DM does have to roll all that stuff up?
You are ignoring or misinterpreting their purpose. They are there to assist the DM in generating content, often by stimulating ideas. They are not there to replace the DM’s role as content designer. Rolling a Vorpal Sword held by a first level adversary would mean “roll again” rather than “lucky players” in most well run games. The exceptions would soon see the appellation “Monty Haul” added.
One player can stop playing in another person's game of Mastermind and run another game for someone else.
Are you now saying Gary’s intro was wrong, or simply less than universal?
But this is only relevant to our conversation if you assume that the threshold for "realness" of a character (and therefore as a human) is that they panic under pressure.
That is not the only possible means of effecting a realistic character. Perfection, however, is far from realistic.
A character represents a WAY to play in the campaign (as Frodo, a hobbit from the shire for example). PC death means you lose that and that is a fate players famously very often seek to avoid. Many people would rather lose a game of chess than a treasured character in D&D, because they are as "real" as characters in angstgames.
Some players seek to avoid character death. Others are quite prepared to take great risk for potentially great reward. This is covered in detail above.
It looks like what you're trying to say is:
"I have a preference for games that encourage angsty characters and the way I express this preference is by saying other people's less angsty characters aren't 'real' or that the playstyle of these players is 'insipid' or 'not fun' despite the fact that absolute nothing backs this up at all. It's just my taste ."
It looks like you are saying one cannot have a personality without being angsty. My taste in RPG’s is definitely for characters with personalities, and not simple pawns on the board. That is my preference for RPG’s. That someone may prefer to reduce the RPG to a boardgame is fine – I also like a lot of boardgames. But a boardgame has different goals than an RPG, which is a common “introduction to new gamers” topic in RPG books. If I want a boardgame, I will play a boardgame. If the goal was to play an RPG, that is what I came to play.
This is outside the scope of the discussion--we are talking about characters that make mistakes only when the player does, not characters that are infallible. And they're super fun.
Batman, Elektra, James Bond...
“infallible” typically means “cannot lose”. The potential these characters will lose makes their stories worth reading. They are highly competent. They are not infallible.
I get that you have had bad experiences at the table with people who are into playing tactically clever PCs and have been unable to also give those characters personalities in a way that interests you, but it's not rational to generalize to everyone's experience from your own.
I can accept your statement as long as I classify most of the Internet as “not rational”. Your own experiences are generalized into discussions here and in the AP thread, for example.