One of the earliest RPGs is Classic Traveller (1977). Here is the rule for the Streetwise skill (Book 1, p 15):This is the basic foundation of classic RPGs in general: The game, being a reality simulation, simply can not ever even come close to rules for everything. The solution was simple: have one person be "God". That one person, the GM, gets to decide EVERYTHING in and about the game. It's literately how the game works.
The referee should set the throw required to obtain any item specified by the players (for example, the name of an official willing to issue licenses without hassle = 5+, the location of high quality guns at a low price = 9+). DMs based on streetwise should be allowed at +1 per level. No expertise DM =-5.
The same page also states the fictional context that underpins this rule:
The individual [with Streetwise skill] is acquainted with the ways of local subcultures (which tend to be the same everywhere in human society), and thus is capable of dealing with strangers without alienating them. (This is not to be considered the same as alien contact, although the referee may so allow.)
Close-knit sub-cultures (such as some portions of the lower classes, and trade groups such as workers, the underworld, etc) generally reject contact with strangers or unknown elements. Streetwise expertise allows contact for the purposes of obtaining information, hiring persons, purchasing contraband or stolen goods, etc.
Close-knit sub-cultures (such as some portions of the lower classes, and trade groups such as workers, the underworld, etc) generally reject contact with strangers or unknown elements. Streetwise expertise allows contact for the purposes of obtaining information, hiring persons, purchasing contraband or stolen goods, etc.
So here, from a rulebook published 3 years after D&D was first published, we see a contradiction of your claim about "the basic foundation of RPGs in general".
I have not talked about any RPG that fits what you describe here.But how does this other game your talking about work? An RPG where the player decides the impact of what their PC says or does? To me, that sounds like a DM less game......or even more simply: The player can just stay home and write their novel.
I've just stated a perfectly functional RPG rule, that supports high agency play. It does not depend on any so-called "alter reality" ability. It does require the GM to have regard to player goals for their PCs in adjudication.
I've provided abstract descriptions of various high-agency RPG systems, as well as examples of actual play. Have you read any of them?Every example I've seen has the GM still 100% in control of the whole game. Unlike D&D, the game has some vague rules for the GM to follow about 'agency'. But they are vague. So any GM can "follow the rule(s)" and still just do whatever they want. That is what vague rules do.
Even if a player calls the GM out: "I don't like the way you are following rule 23!" how is that any different from in D&D when a player says "I don't like what you did"? In both cases would not a GM just say "you don't have to like it, but I say it happens." ?