Naw, using an extreme to prove your point doesn't actually prove your point since a roleplaying game has aspects of both roleplaying and gaming. However, what you are suggesting is removing some of the roleplaying aspects in favor of the player gaining knowledge directly from the way in which the dice fall. You feel that a GM is, by design, simply not up to the task of conveying the information the player will need in any situation and that the player should have the metaknowledge of the dice results to guide the in-game decisions of the character. Odd, though, that you want to trust players to act as if they don't have knowledge that they clearly will have while not tursting a GM to simply do the job of a GM and convey information that he clearly wants the players to have for the game to move forward. If a player doesn't feel he has enough information, he (through his character) investigates further and finds out more. As to knowing or not knowing why or even IF someone has failed at a task, it's the purview of the GM to make sure the player knows as much as the character should know, and not any more than that if possible which is the whole point you are actually arguing against.
You missed a word there. And it makes a difference. I feel that
sometimes a DM is not up to the task of conveying the information the player will need in any situation. Not every time. Of course not. But, it does happen often enough that it becomes problematic. At least for me. Either I haven't explained what's going on well enough, or the DM hasn't. I've seen far too many table arguments from both sides of the DM's screen to think that this is entirely me.
See, you are saying it's up to the GM to make sure the players knows as much as the character should know. Ok. Fine. But, who determines that level? The GM of course. What if he's wrong? What if the GM thinks that the player has all the pieces when he really doesn't? We've seen more than a few Agony Aunt type columns either on message boards or in Dragon to think that this is an isolated corner case that rarely comes up. DMing advice after Dming advice says to give more information to the players and err on the side of too much rather than not enough.
But let's explore this "style issue" claim and the "get on with the game" attitude you sometimes put forth in conjunction with it. Try to help me wrap my head around your frustration with one of the traditional aspects of roleplaying games and your desire to jettison it, as well as helping me understand what constitutes roleplaying in your eyes and what roleplaying you wish to include to replace what you wish to eject. Because, honestly, I'm seeing a number of folks speaking in similar terms over the years but they tend to conflate their terms. They also tend to want to replace roleplaying aspects with other game aspects (like rolling dice), which is all well and good for the sake of gaming (though not for roleplay gaming) and having fun, but at some point when you've removed much, most, or all of the roleplaying, isn't it just a good idea to not call it a roleplaying game anymore? Don't get me wrong, I have fun with many styles of gameplay, I just tend to use rules that focus prmarily on the style of gameplay I am interested in exploring at that time. So, tell me more about this frustration you feel with having a GM be your conduit to an RPG setting versus getting on with it and preferring that the dice be what gives you your information on how to make your next move in the game you're calling a roleplaying game.
I would point out that this is a traditional aspect of the game
for you. And that's great. It's not for me. I don't like pixel bitching. Trying to read the DM's mind is an exercise in futility and bogs down the game.
Although, I have to admit, the one true wayism here is rather a breath of fresh air. If I don't play the way you play, I'm not even role playing anymore. Nice. If I want a stronger mechanical framework for social interaction, I'm no longer roleplaying. Even better. I'm sure people playing things like Dogs in the Vineyard or various other games with strong social mechanics are perfectly happy not playing roleplaying games if the criteria for being a roleplaying game is freeforming social interactions.
Look, I get that you don't want mechanical frameworks for social interactions. I understand, I really do. I've certainly played that way more than a few times. However, what I'm looking for here is the recognition that this is simply one way of playing. Not the only way. Just one way. There are other ways to do it.
Loads of games have mechanical frameworks for social resolution. D20's is ... a bit meh to be honest. Too binary and far too easy to abuse. Spirit of the Century, Dogs in the Vineyard, Sufficiently Advanced, all systems I've used in the past few years, all have strong social mechanics that work rather well and that I find actually promote a great deal of roleplay.
At least for me. For others? Maybe not so much. But, then again, what do I know? I'm not even a roleplayer anymore apparently. Wow, can't play D&D because I play the wrong edition. Can't DM because I need training wheels. Now I can't even roleplay. This has been a good week for people to be more inclusive of other playstyles.

