But if every rule is "...unless the DM secretly decides to do otherwise," you cannot ever learn what you're doing. Every single action's consequences are branded with the caveat "...but what happens might only be what the DM decided to do."
The thing here is many RPGs are both complex and/or the players do not know everything about everything in the game. So you can have a rule right in front of you....but in an RPG there is always an exception...but as a player you might not know that.
You have a highly unwarranted confidence that the players are so easily fooled.
It does take talent and skill.
the GM is bound by the results of the dice at all points
I get there are games like this. And there are tons of fans, players, that just love wearing the above line like a badge and using against the DM 24/7.
And i get that there are enough people that look at that and say "wow, it would be so great to DM this game".
I just don't see why so many people can't see past this. Sure page 11 says that....but then a DM can just do whatever they want anyway. Or even better alter game reality before the dice are even rolled. Or sure "do" what the dice say...with some spin.
But I guess as the rules don't say a DM can do that, so no DM ever does that type of thing...
why have a human DM at all? He's as powerless as the players to change the result. Having empathy or human reasoning is meaningless if they cannot use them to alter the game for the better.
I'm a big advocate of this. Though most games only want to look at the bad side....the horror DM stories. The ones the fill up places like Reddit. So many gamers want a hard rule...even a computer program AI...type DM that just does what is on page 11 of the rules.
But if you accept a DM might change or control or frame or set up something....well, you have to accept that you many not like or approve of everything.
Remember we started this discussion on the notion of a DM using the Rule of Cool to break other rules to further the game. Implicit in that statement is the fact that DM does in fact have that power. The notion that the DM cannot bend said rules, even in order to better the game, is baffling to me.
Me too.
The advantage of a human DM is threefold. They can react to situations that a computer cannot understand because it's not part of its coding. They can read a room and decide if the current path the game is heading down is going to be the most fun for everyone involved, and they can alter results to achieve more enjoyable experiences. To limit these abilities to just the first (making the DM a living computer who can interpret rules but not break them) is to remove the actual humanity from the GM, and once AI gets sufficiently advanced to interpret player intentions correctly, it would be trivially easy to remove the need for a human DM at all.
I'm not sure AI can ever get there.
So put me down on the side of DM Magic if it means creating a better experience. A good director does not reveal all their camera tricks, no magician gives away all their secrets, and no DM should fail to keep an ace up their sleeve and use it when the game stutters. It's all part of the show.
I often compare being a DM to being a magician. It's a lot of the same job. Also throw in writers and directors, and even actors. And the 'hidden' word is: manipulation. In a movie/tv show/book did you ever feel or care about a character? Well....that did not just randomly happen by chance.
And in a game...I see the frustration...the sadness...the depression...or worse.....when a player, all locked in a cage of the rules, The look at the endless rules: the monster is too far away. My character only has plus one. My character can only to the seven actions listed on page 11. So the player has the character do nothing. Vs the player that just says "ok, So my character will jump off the cliff and try to lasso the dragon as it flies by". And the DM just says "roll a d20".