Tight math doesn't point to OC play as much, as it does to OSR or classic in that it's very much focused on fair challenges for skilled play.
As someone who is pretty "neo-trad" in interests, at least from what I've read of it, I may be able to clarify the link here. "Tight math" means I can
relax. I don't have to stress about whether I'm going to be a dead weight because of a dumb choice I made six levels ago. I still need to make wise choices, but those choices are usually not hard to identify and are easy to address if I did err. Much more important are the choices I make moment to moment in combat, how I help bolster my team and advance our goals.
Because I can stop
worrying about performance, I can dedicate more of my time and interest to story. I can explore directions I would have ignored before, because I can be confident that either they won't hurt the team. If they create a weakness, I can address it, or coordinate with others to ameliorate it. If they spread my focus out, that's fine, because my core competencies remain. Etc.
It's less that "tight math"
serves my neo-trad preferences, and more that it eliminates distractions so I can focus on those preferences more.
I am just not seeing it. I can see how it could be become a game of mother may I. I don't think "Could become" means "is" though, or naturally leads to the conclusion that "It has a strong MMI structure".
This is the argument I asked not to be used earlier. I won't respond to it as I did before, so I will try a different analogy.
Let's say you're in the house construction business. Someone, let's say me, wants a house built on some lovely beachfront property they just acquired in a bequest. I have you examine the site where I want the house, as it will give the best view of the ocean. You determine that this is a bad place to build a house, because the bedrock is very deep, and above it is a layer of pumice stone, clays, and material that is very likely to settle unevenly. You
could dig deep enough to set the foundation on bedrock, but it would be an expensive and laborious undertaking. You recommend that I consider a different location.
Instead, I respond, "I understand how you could see this location that could become affected with settling and possible damage resulting from it. But just because it
could become beset by those problems doesn't mean it
is a place with a severely unsteady foundation."
That is my problem with this argument. You are relying on the fact that problems are not 100% guaranteed in order to dismiss any and all structural effects on this issue. Structure, game design, can still be a vital and determinative factor even when problems are not
guaranteed to occur.
I just don't think is true if we understand MMI in broad sense like it seems to be applied to 5e by some posters. Examples of GM adjudication and approval for actions being required in Apoc World were provided. And IIRC in Burning Wheel the GM has to make all sort of adjudication regarding PC actions too. For example setting the difficulty for tasks which in BW scale way more steeply than in 5e, thus making that part of GM adjudication more impactful.
What examples were these? I gave DW examples and those did not involve "GM approval" for reasons I laid out. Any AW examples would have come from Pemerton himself as I understand it. Where were these you speak of?
BTW, on of the underlying trend of these discussions is that some people seem to want the rules of the game to protect the players from bad GMs. I don't need that, it is not a valuable quality in RPG for me. Why? Because I'm not a bad GM nor I would play with a bad GM in the first place. I am far more interested in the game providing tools that good (or adequate) GMs can use to make their games even better and run them smoothly.
It is a valuable quality for others. Particularly when the game is growing at the astounding rate 5e has. Why does its presence hurt you?
But there is a more fundamental issue here. You are asserting a dichotomy: that rules which "protect the players from bad GMs" are wholly different from rules/tools which "good (or adequate) GMs can use to make their games run even better and run them smoothly." I assert exactly the opposite: that most well-made rules which protect players from bad GMs are in fact rules which help good GMs, and which make it easier for merely adequate GMs to become good ones.
Again, I think getting lost in MMI as a term isn't helpful at all. We are better off talking about the things beneath why it is being used as a term. But I would still say it isn't accurate to me because MMI is pure fiat, is orientated around binary Yes and No, and leans heavily on No. D&D includes fiat as an option, but it isn't how the GM is expected resolve every actions and the GM isn't expected to act as a thwarter in chief, but more of a facilitator of play.
Can you point to the instructions in 5e which explicitly say this? That is, which tell the GM
not to be "thwarter in chief"? Because a lot of people have been defending examples given here as perfectly valid play, and yet which look to my eyes
exactly like being a "thwarter in chief."
Perhaps that's a useful acronym here. TIC. What do you think?
I don't know I've played mother may I, and I've played D&D for over 30 years, I don't really see much similarity between them. I can see how someone would feel in a moment of play, "This feels like mother may I" (just like might say "This feels like cowboys and Indians or cops and robbers). I don't think that is a very good analogy for the way authority is structured in the game. The GM is also expected to entertain players and there isn't an expectation that the leader in Mother May I is meant to entertain anyone.
Notice your structure of this concept: "The GM is also
expected (by whom? under what authority?) to entertain the players..." So are the players passive consumers of entertainment? There to hear the GM's fantasy novel played out before them? If so then that sounds very much like MMI. Instead, as others have noted, the game seems to actually tell us that it is
everyone's job to contribute to an entertaining story, not just a unilateral descent of entertainment from GM to player(s). How is this compatible with the sweeping and seemingly unilateral authority structure people have repeatedly defended in this thread (IIRC including you?), where it is completely within the GM's authority and latitude to override any contribution the player might theoretically make.
Despite the technical authority to do so, the reality is that the DM cannot stop it from happening without destroying the entire game.
Yes. That is literally our point.
The technical authority exists to do this. A meaningful proportion of actual DMs exercise that authority, and claim they are justified in doing so. That is, as you say, destructive to the experience.