skeptic said:
I would say that DMs were probably making too many rules, mainly "simulationist" kind of rules that aren't needed at all in D&D (think "what happens if while I'm wearing X, Y spell is cast on me while Z is affecting me").
Since I started under 2E, I can't say how many relevant rules/guidelines were missing back at this time.
Look, dude, I like the Forge as much as the next guy, but you have to remember the Narrative/Simulation/Gamist tracks are meant to be
continuums, not mutually exclusive paradigms. Most games will have a mixture of them except the absolutely razor-focused indie games. D&D is not exclusively "Gamist" and even if it was, Gamism does not demand rigid restrictions on GM discretion.
As far as I can tell, the "GM is as rigidly bound by the rules as the players" idea is recent, a quirk of 3.x's exceptional number of rules for things and how awesome Burning Empires is. No other game to my knowledge would establish a set of treasure and encounter tables that GMs were
bound to obey. In fact, I somehow doubt the 3e DMG's don't have words like "Suggestion" and "Guideline" and "Optional" there.
How is a GM supposed to build his world if he's rigidly bound to, say, the Demographics rules in the DMG? How could I make a wasteland of scattered settlements and ruined cities if I'm
obligated to have a certain number of priests or a certain number of magic item stores per square mile?
That's just silly.
EDIT: And it's definitely
not gamism, since Gamism in many ways harkens back to the beginning of the hobby, and I distinctly remember world building being encouraged, the DM's word being final, everything being subject to his alteration and discretion...