Aaron L said:
For myself, it's MUCH less an issue of wether I trust the DM than wether I think the DM has the knowledge and expertise necessary to determine an outcome, and the time and/or motivation to have thought out all ramifications of his decision. I am placing my trust in the people I buy the books from to have taken the time to think through the consequences of a set of rules. I am saving the DM the time of making rules up himself.
Well, that's probably a big factor in my gaming preferences. Too many times have I trusted the people I buy the books from to have taken the time to think through the consequences of a set of rules. Heck, these days, it seems real, effective playtesting (which is what I feel I'm most paying for when buying game--playtesting is more important than thinking, IMHO) seems almost nonexistant. (To be fair, D&D 3.0e was an exception.)
In any case, the game needs to be fun, not perfect. I find I have more fun since I stopped letting being perfect be one of the criteria for me having fun.
Aaron L said:
I ask again, why are you using a set of published rules at all if you want the DM to determine outcomes and make up rules on the fly by himself? It seems like an awful burden, especially when there are already rules systems out there to determine outcomes, systems that have been playtested and researched much more than any individual DM has time to handle by himself.
(1) As RA said, its often less making up rules out of whole cloth as much as making judgements.
It's a continuum, though. It ranges from completely free form (which my group did try in the late 1908s without published rules) through games like classic Traveller (1st 3 LBBs only) & Fudge through classic D&D through OAD&D to "nigh-on-rule-for-everything" like d20 & GURPS.
And those classifications are quite problematic. Some people play Fudge with almost no free form aspects. Some people take what they like from GURPS & play a pretty free form game with it.
(2) It's nice to have some common terminology & frames of reference.
(3) Sometimes I don't use published rules.
One problem I have with d20 & GURPS is that I don't play enough these days to master the rules. Even when I did, I probably forgot a bunch of stuff in actual practice. Sure, it's nice that there are rules to handle so many things, but it doesn't really make a difference if I don't know or remember them. This can be mitigated by taking advantage of the collective knowledge of the group, but when playing those systems, usually only 2 or 3 people in my groups have known the rules in any depth, and things still fall through the cracks. I've run campaigns in which I've made it clear that I intend to take the time to look up rules, but it still seems that I don't always realize when I should look up things, and rules somehow seem to be particularly hard to find when you need them.
And that's not considering the fact that a rule that is simple enough to be playable often gives more whacked results compared to a person's judgement call.