Lanefan
Victoria Rules
Errrr...OK, I suppose?It strikes me that this entire concept, and all the baggage attendant onto it, which includes a lot of the anti-meta-gaming creed, as well as the whole "you're just a small guy without any special place in the world" is all basically just a shadow of Gygax (or again maybe I should be more fair to call it a shadow of Dave Arneson).
As I wasn't there at the time I have no real idea how Dave Arneson played, and from what little I know of Gygax's actual play it didn't always hew too close to what was written in his own DMG.Particularly Blackmoor, from what I understand, was basically a pure 'skilled play' experience. The mechanics of the game were merely a tool, much like weather tables in Kriegspiel games. EVERYTHING was a challenge to the player, his knowledge and skill at play of the game. Any advantage imputed to a player (his PC) HAD to be earned because this was a competitive game! At the same time, skill must produce advantages, so there was always the nut of a problem there.
The irony is that the lesson "never give the players anything for free" was fully absorbed, but the actual context of skilled play dungeoneering was lost! There is no reason, from a standpoint of how a game should or must work for these things to exist anymore, unless you really do play very much like Dave did (and if so, that's great). But in terms of modern D&D play these restrictions are, well, highly restrictive! And they carry with them a sort of antagonistic play paradigm where a main part of the DM's job is to crack down on players, to make them toe some sort of line and not get out of hand. Its weird, and to be perfectly honest [MENTION=23751]Maxperson[/MENTION] a lot of your responses to [MENTION=42582]pemerton[/MENTION] kind of reek of it.
That said, I do see the game as having an element of DM-v-players, in two ways:
One, that it's the players' duty to advocate for their characters however they can and it's the DM's duty to stop them when said advocacy goes too far.
Two, that it's the DM's duty to (within the bounds of fairness) make things miserable for the PCs and thus by extension the players, and it's the players' duty to - via their PCs - try to overcome whatever the DM throws at them.
Throw in that it's also very possible for the players via their PCs to make things miserable for each other should they so desire*.
* - e.g. one PC steals a very valuable magic item from another PC, gets a near-exact duplicate of it made, then sets up an entire adventure by hiding them both and sending some characters - including the ex-owner - in after them. Been there, done that; it was my item that was stolen and duplicated, and I got it back after some risk. This happened a very long time ago real-time; both the thief and I are still active today, and let's just say revenge is a dish best served cold....

As for never give the players (or PCs) anything for free: more or less, correct. And if something is to be given for free try to ensure everyone has a vaguely even chance at it e.g. through a random table if only to avoid any appearance of favouritism. By the same token, however, rewards earned through the game's reward mechanism (xp, in D&D) should go only to those who earned them.