SableWyvern
Cruel Despot
OK, so we pretty much agree, it seems. But, in that case, I can't see why you think a "player skill" focused game is different to any other in this regard. The only basis for saying a player skill is really just about "learning to play the GM" is if you ignore that learning to work together and understand each other is a fundamental necessity for any social activity and especially for any RPG and/or you assume that in a "player skill" game the participants make no good faith efforts to establish a common framework and the players are provided with no basis for any kind of logical decision-making.None of what you say here is wrong. Part of what I was trying to communicate, it seems poorly, is that in lacking that common framework, which is natural, I'm going to be generous in my interpretations of player desire of character execution.
I personally take more onus on me as GM to understand the players, what they are looking for, and how they wish to play the game, than the reverse. That is the much easier task.
This feels similar to another poster earlier claiming that if anyone makes a mistake, it's always the players who suffer. Who actually participates in games like that? Why, as a player, would (generic) you put up with it, if it's not what you want out of the game? If you're going to assume a GM who just arbitrarily punishes players, can't ever admit to a mistake and doesn't have any interest in working with the rest of the participants, of course the game probably won't work very well. However, if you assume a group who are working together in good faith to ensure everyone has a good time, these terrible outcomes suddenly don't seem very likely.