It seems to me that you are, because of what you say in this post. The overriding 'rule' should be that the GM gets to make the rules as s/he goes along...
No. The GM makes judgment calls (rulings) based on the rules in the book. It's not "as you go along, make




up".
It is: this rulebook provides sound rules for the GM to make judgment calls as needed during the game.
Sure, judgement calls are going to be needed at a few points in any game. But (a) I think it is much preferable to have clear, commonly understood rules that apply to the majority of cases without the need of such judgement, and (b) why should such judgement be reserved to the GM alone?
It's not reserved for the GM alone. However, I've found that having a single GM (instead of multiply GMs or GM-type authority divvied among the players) to be a more appealing method of gameplay.
However, the GM never has full authority in any case. As we sit down to play, we're
allowing the GM to make judgment calls and if the GM abuses the rules to provide unfair and dickish rulings, then as adults we can remove that authority (by finding a new GM).
Secondly, just because you are giving the GM tools to make judgment calls and rulings instead of hard and fast concrete examples of rules (wall vs. cover), doesn't mean those rules can't be clear and commonly understood by all the players at the table.
If there is, I'm still not seeing it. If you suggested that the players (including the GM) should agree the parameters collectively by discussion around the 'tools' given in the game rules, I might see your point, but apparently that authority rests only with the GM - hence "total GM control".
I think I've addressed this.
Let me put it this way: I am not for a "Rule 0". Instead, I'd rather give the GM clear instructions in order to make judgment calls during the game and the GM must abide by those instructions.
That's different than saying, "The GM has total control no matter what. He/she is the rule no matter what."
If this is what you want, then I am happy for you to pursue it (though good luck getting players!), but for me the 4E rules have it absolutely right. The "default" should be the main body of the rules, so that all players may understand them (and, thus, how the world works). Judgement should be reserved for those (inevitable) cases where the rules are lacking.
False.
There is always judgment calls. There is always a moment of judgment when applying those rules you so steadfastly hold to.
That's what I'm talking about.
The clear cut corner drawn on the grid that looks like a wall to you at the table. Well, it's only a perfectly formed wall
in the fiction if the
GM says so. Period. That's how 4E works
right now.
The problem is, 4E doesn't provide the tools to marry those elements of the real world and the fiction as well as it should for a
roleplaying game that relies on the grid/minis as much as it does.
If we're playing a boardgame where the fiction matters not, then I'm totally onboard with your ideas of how the rules should be written. And, sadly, it seems lots of people do play 4E like a boardgame.
But, Mike Mearls doesn't want to. And, I certainly don't want to. And, despite your alluding to me "not getting players", my players certainly don't want to.