I think it's important to note that the main mechanic of role playing games involves the player interacting with the DM. The mechanic is how your interaction with the game world is operationalized and handled. You may feel, using your X-Box, that you're interacting with Ferelden and its denizens, but the mechanic of doing so is by manipulating your X-box controls and how the operating system interprets those inputs within the structure of the game's code.
I've seen game designers define "core mechanic" like this before:
Core Mechanic The moment-to-moment activity of a player, repeated over and over throughout a game, such as trading, talking, shooting, guessing or conquering terrain.
That's how I took it -- that Monte meant saying "I want to X" and waiting for the DM to respond was what you're supposed to do in D&D. It's D&D's equivalent of Halo's "30 seconds of fun."
May I ask you a theoretical question?
(If yes please continue if not you can skip right to the end)
What if you were playing in a game of D&D or whatever and your character sheet by whatever means had clearly printed on it that your character could jump 30 ft at will. This 30ft jump would have been perfectly rules legal. How would you feel if the DM did not let you jump 30ft because it did not make sense with game, or for the encounter, just didn't like the ability, or whatever other reason you want to ascribe to the story teller for this denial. How would it make you feel about the game system and/or the DM?
Situation 1: "You can't jump 30 feet here because you're in orbit, and wearing magnetic space boots."
A-OK with me.
Situation 2: "You can't jump 30 feet because I don't play with a battlemat, or because I rule that jumping provokes AoOs that stop you and knock you prone and also causes falling damage whenever you land."
I'm not happy with this, the book promised me jumping 30 feet and didn't say it would be worthless.
Basically, as a control freak, I want to know beforehand whether something is going to work (barring fun surprises), and not have to ask the DM.
Your post made me sad. The DM is like an Xbox? An Xbox with a really really bad Crpg in it no less.
The Dragon Age: Origins DM is better than most DMs I've seen. It's certainly better than me. It has a hugely detailed campaign world and fits your character into those details, it provides encounters based on what parts of the story you found interesting, it provides all kinds of meaningful choices (especially in regard to your NPC companions, who you can leave to die if you want, gradually coax into sharing their story, or influence their perspective till they've totally changed their outlook on life). The DA:O DM lets you go wherever you want way better than human DMs can, keeps the challenge level balanced, lets you talk your way through some encounters instead of fighting, lets you influence politics, and all kinds of other stuff good DMs are supposed to do. It's really good.
You do understand that the DM is a player as well don't you? The storyteller plays D&D with you. They do not just take a bunch of time out of their week prepping for game day so they can be your character sheet's math co-processor once a week. It is a storytelling collaboration where you do not have to have a rule for everything. You have a player playing with you who gave up being one of the heroes in the story your group is making to play the bad guys and everybody else the players meet to make the story more real for everyone.
When I DM, being the math coprocessor is one of the things that's fun for me. Story and exploration are more work, so I like to run modules. I also like imagining how the adventure is going to go beforehand. I don't feel like I'm giving up my chance to be a hero, it's more like I get to play five or six different character sheets each session (and be guaranteed their abilities will actually work).
The DM is a player, and a friend, but the game doesn't consist of interacting with him that much. It's like Settlers of Catan -- you interact
while playing Settlers, but interacting is not a big part of gameplay.
DMing itself is pretty interactive, though, as it's all focused on what the players will enjoy the most based on what they're thinking right now. If Monte had phrased his quote from the DM's perspective, I might have seen no problem with it. If he had said,
"The core mechanic of #dnd is: DM says 'what do you want to do next?' and player responds"
That matches a lot better the way I like to play, even though it replaces interaction with just action.