Hussar said:
I disagree with this. A codified ruleset (or complex game if you prefer) will automatically take a load of power away from the DM and keep it for itself. Assuming of course that you actually use the rules that are written, it can't go any other way. Now, because the power has shifted away from the DM and into the rules, the players close the gap between the DM and the players considerably.
This is one of two ways to close the gap in power between GM and player. Within the 'D&D family' (various editions of D&D and the games immediately based on it, including as C&C, d20 Modern and, arguably, many of the early 'new!' systems like Palladium), this is pretty much universally true.
Hussar said:
Because codified rulesets are known beforehand, the players can plan and act according to that ruleset. As was mentioned, the players in 3e will think in terms of move or double move actions. The DM is also constrained in the same manner. He cannot have stuff just happen if he wants to remain within the ruleset.
Agreed. However, some lighter systems - even within the aforementioned D&D family - are also codified, they just use general, all-encompassing rules rather than highly specific ones.
Hussar said:
Rules light systems by and large will empower the DM who becomes the judge of actions rather than an objective ruleset judging actions. If the success of my action depends on both die roll and DM's call vs a die roll, then the DM is gaining power. The former better describes rules lite systems and the latter rules heavy.
I'm not sure "by and large" is really accurate. If "rules light" is code for "old versions of D&D," "games based thereon" or "unrelated lighter games from 1990 or earlier," I might agree, but many newer rules light systems close the power gap in a completely different way: the success of your action depends on both a die roll and YOUR call as a player - and possibly the GM's as well, but there's no guarantee of that. It may even involve the call of another (non-GM) player.
The default RPG model from OD&D to the present splits power between the rules and the GM - the players have no power whatsoever except to walk away. Some, though by no means all, newer RPGs invest in-game power in the players as well. In some cases (M&M, Cinematic Unisystem) this is restricted to narrative control via a limited pool of points - action points are a small step in this direction - while in others (Wushu), narrative control by players is the underpinning of the system.