Well, let me begin by stating that the point of this thread has shifted to something I think is much more clear than knocking a snake prone. That is, whether or not the game is one of a shared narrative, and how good or bad it is if it is/isn't.
Personally, I subscribe to no social contract, implied or not, that says that the game world is a shared narrative. It is not. The players have no place in it. As a GM, I feel I have very little place in it. I will react to player actions, telling them how their proactive interactions with the game world transpire. I do not allow them to ever dictate how something occurs, in any situation, but merely how they attempt to achieve something. The huge majority of the time, there is no issue, and they perfectly achieve what they attempted (I'm going to the inn, I'm trying to make a swing at one of its legs, I'm trying to push it back, etc.). However, when they achieve something, they do not at all detail how it is done, unless I ask them to.
Sometimes, someone says "I want to do X. [fill in fluff text here]" I'll respond with, "Okay, go ahead (and roll if appropriate). [more fluff]" If the situation warrants it, I'll ask "how exactly did you do what you wanted to?" and they'll let me know. We move on.
Other times, I say the attempt succeeded in a certain way. Or that it failed in a certain way. Or that it simply failed, with no explanation (if none is due, such as a player casting an enchantment at an animated suit of plate armor).
This way of play is the expected social interaction with my group. And with the other gamers I've run across (which is admittedly small, as I have an exceptional group where mutual tastes, free time, and friendship are concerned). There is no expectation of players being able to dictate the results of anything. They can dictate any attempt they wish. They even state it as "I do
X" and that's fine with me. I don't mention anything unless something specifically interferes or foils their attempt.
The main reason we play this way? Immersion. You know what is exceptionally fulfilling for me, but is not immersive? GMing. I'm constantly dealing with the gears behind the scene, making things fit into a neat little presentation for my players. It is constant reminder of the fact I'm running a game, that sheets I may need to reference (too many NPC names...) are only a few feet away, in a binder in my house.
The players, however, do not have to deal with the meta-mechanics as often (even though they obviously do). As such, they have much more opportunity to be immersed in the game world (at least with my group).
I do admit, if a discussion took place that interrupted any particular encounter, than it would be immersion killing. Thus, the less those discussions take place, the better. One way to do that is to give the players more narrative control over their characters. Another way to do that (and my preferred way) is to give the say to one member of the table (the impartial one, if played the way we do), and simply accept his decisions. That way, no big disagreements occur, the game moves on, and people remain immersed.
Mutants and Masterminds is a great game. I love playing it, and I do semi-regularly when our group needs to scratch the superhero itch, via one-shots. It's given players some measure of narrative control (albeit not as far as it could go by any means). It makes for an incredibly fun game. It's not immersive, though, and it doesn't scratch the role playing itch we have. For that, we turn to my game, where I will act as arbiter, and they will interact with the world displayed before them, forgetting all the gears behind the scene for a time.
Personally, I don't want to play a narrative game. I strongly, strongly dislike the mindset. Why? It's not as immersive
for me. It's preference, plain and simple. I know other people like it, and that's cool. One of my players likes it quite a bit. Do we argue about it? Nope. We know it's preference. We're content to play things however we like, only play the games we enjoy, and get along.
But, if anyone is interested in listening to a narrative approach to gaming, here's a link I found a little while ago: [ame=http://www.youtube.com/watch?v=S86mSEIqQcg&feature=channel_video_title]YouTube - John Wick Reddit Interview (1)[/ame] . I disagree with a lot of what he says, even if it is somewhat interesting seeing what other people enjoy in their game. However, he does much prefer a narrative approach to his game, and some of what he says is intriguing (even if it's usually something I would not want to do).
At the end of the day, it comes down to why people play the game. When we play M&M, we have a blast for pretty much the entire night. It's trumped, however, by the immersion the players feel in our regular game. So, we play for that. We play to explore bits and pieces of our mind through the game. Or for simple escapism. Or to overcome challenges not meant to be tilted in the favor of the PCs. It varies from player to player.
Which, of course, leads me conveniently to: play what you like
