The person whose rhetoric you are defending explicitly stated, "constraints are good". Exact words. Are you willing to disagree with that statement?
I should think it obvious that the answer is "no", but this thread has made clear that unless I spill a thousand words on every single thing that ought to be easily understood, I'll be ignored. (Of course, most will still ignore it because then I've said
too much, but better that than getting skewered for things I never even actually said.)
So: Okay. We agree that some constraints are good. Do
you agree, then, that that means you cannot reject a rule
solely because it involves GM constraints? Because that would seem to be a logical necessity if one grants that some constraints are good.
At which point, the thrust of my argument remains: If you're going to declare that a particular GM restriction is bad, you have to actually show WHY it's bad, not just reject it on the basis of being a GM constraint.
Sure you can. And you get to disagree.
Pardon me for expecting an actual discussion, and not people shouting "I'm right because I say so!"
So what? I don't control 99.9% of what happens in the real world, but my decisions still matter to me and make a difference in mine and other's lives.
Yes--and you'll note that that's because those things are, in fact, genuinely forced by something
beyond your actual control.
That's the key difference there. Barring those who believe in a particularly interventionist divine figure--which I would assume doesn't include you--you actually ARE forced into various decisions by the
physical limitations of the world around you.
I have yet to be given a
single limitation on GM power in this context that doesn't quickly (often almost immediately) loop back to being fully defined and controlled by the GM. Context? Defined by the GM--both what gets to go into the context in the first place, and what qualifies as relevant forever after. Player actions? Players cannot act until they're given information by the GM, so their actions are
always conditional on what the GM actually lets them know, and as I've said a few times now, the GM has 100% total control over what consequences result from those actions. Plausibility? Anything can be made plausible with a bit of effort,
especially in a universe with magic, as I've argued several times now and haven't gotten a meaningful response beyond "nuh-uh! Magic has rules!" (Rules invented as part of the setting......which means invented by the GM, and
trivially easily broken by the GM if they just do a little prep work first.)
Give me a limitation that doesn't loop back to being under the GM's control, and I can take seriously the idea that the GM isn't the one responsible.
To paraphrase Shakespeare, we're all just players, who strut and fret a time in the setting through our PCs and then, barring resurrection magic, are heard no more.
But who, then,
is the Shakespeare to the players? Because the natural extension of this analogy--which I assume you really did not intend--is that Shakespeare is the GM. Y'know, the one who defines all of the locations...who writes and portrays every incidental character...who completely controls all opposition forces...who has absolute power over both what information the players are allowed to know and what consequences arise from anything and everything the players elect to do...
And by the language you're using to describe this, that's bad right? The portion that the players contribute to the game doesn't matter?
I mean, if one is saying that player agency matters a great deal and is the core centerpiece of the approach, then yes, I would say that it is bad to have one person with that particular kind of power involved in the process.
I'm not saying the players actions
definitely don't matter. I'm saying that the players' actions aren't, and cannot be, any kind of limitation on the GM--because the GM controls all possible
inputs into the decision-making the players can do, and controls all possible
outputs from those decisions. The former, because the players literally cannot know
anything about the world unless the GM tells them. That's literally the explicit thing happening here, as has been repeatedly described by many different people. Players can and will
presume a lot, but presumptions are not actually capable of supporting action--they fade at the slightest encounter with contradiction, which is the moment when the GM actually informs them. And then the latter because, again as I have understood it from nearly every poster "on your side" here, the GM is the sole decider of results--all rules can and will be broken if the GM feels it appropriate, and guess what, the GM is the sole decider of whether it's appropriate or not. Hell, even the need to respect the player's die rolls was not unequivocally supported!