AbdulAlhazred
Legend
What do you mean 'formally declaring combat?' This is how WEIRD the construction of the 5e rules really is! You say "the players need to prepare a [character sheet]", but where does it say that? The Introduction on Page 5 (top of the 2nd column) mentions that there are roles of GM and Player. I find it pretty weird that this is in an intro, which is presumably not even part of the main text of the game! That is, it is NOWHERE ELSE. I mean, its assumed everywhere, but there's really no structure to the whole thing. I mean, I grew up playing wargames, I know a rule when I see one. Even amongst RPGs 5e is very strange.It is not quite that simple. There are some things prescribed. The players need to prepare a form according to quite strict rules and bring them to that activity. However how these forms are used later in the activity is indeed prescribed by suggestions rather than rules. Some suggestions are stronger and more elaborate than others though. For instance a DM might use various tricks to formally avoid declaring combat, but if that formality is invoked we are entering into a procedural regime that I would say is even more tightly game-defined than DWs counterpart.
I think your example here is so trivial that it loses all force. You surely are not attempting to maintain a position that GMing is as simple as snakes and ladders, right? Especially given how little structure and thus DIRECTION the 'rules' of 5e give the participants, they better get a LOT of advice to make up for it! Well, they do. I think it could be more effective if there was some actual discussion of the rationale behind things and a more firmly enunciated structure, but there's quite a lot of advice, and boy do we need it.As for defining what is "good" and "bad" DM. Why would you want the text to say anything about that? The rules of the game snake and ladder for instance do not say anything about what a good player looks like. Still I there are certain things that is common knowledge makes a snake and ladder player better than another despite both adhering to the very strict and well defined procedures of the activity: Not being a sore loser, roll in a timely manner and display of aproperiate engagement (rather than apathy) are some examples that come to mind.
I mean, I won't really argue you are wrong in that RPGs as a class seem to suffer a lot from an assumption that the participants already understand the basic premise and that the structure of RPGs is obvious. It is thus little shock to see that when people like Edwards and Baker started actually dissecting what was going on in a productive fashion that one of the things they immediately did in the resulting games was actually spell out how to play and what their RPGs are doing.Moreover the absence of clear performance criteria for its participants is the big fat well known common trait of almost all ttrpgs that have had theorists struggle with figuring how the activity still appear to be reasonably considered a game vs simply play.
I mean, look at it this way, when Gygax wrote up the rules for D&D in 1973, he was simply writing down a bunch of notes for how to run a particular type of wargame campaign, right? He didn't really spell out the structure very explicitly, and every other RPG of those early days simply followed suit, basically reproducing the same structure of presentation with whatever desired rules permutations.
Yeah, I think art is in the eye of the beholder, so to speak. It seems odd to equate an activity like this with art, we don't generally consider sports performances or play of board games as art, for example.And finally there have been arguments that D&D could be considered an art form. And attempts of trying to talk about what makes "good" vs "bad" art tend to prove utterly futile. So why should the DMG try? If an artsy DM ask their players to prepare their forms and then proceed to lead a shared story session with no reference to those forms at all - as a wider comment on bureaucracy, how could you say if this is good or bad DMing?
And no, I don't see how they would really be playing D&D in a meaningful sense.(As for if they in this case actually would be playing D&D at all I think the act of bringing that form and deferring to another participant to organise an activity is indeed enough to at least being quite recognizable as something very similar to playing D&D. I cannot see how an argument against it being actually playing D&D could be made without invoking potentially controversial criteria. Anyway, this is beside the point I am trying to make with regard to the issue of defining good vs bad play)