BryonD said:
That is fair. But you are still putting it on the player.
I'm not putting it on the player so much as observing a trend. The ultimate role-playing game is 'Cowboys and Indians'. The only rule is if I point my finger at you and say 'Bang!' first, you have to fall down dead (or not, if you play like we used to

). The AH game 'Gunslinger' was still at its heart 'Cowboys and Indians', but the rules governing player interactions were so detailed and methodical that it pretty much forced you into left-brain thinking instead of right-brain. As you get better at the rules, the more room you have for right-brain activities.
Personally, I think the DM has far more influence over tactical vs. RP than the rules do. If the DM is laid back, encourages and rewards RP, and manages things to streamline gameplay, the less intrusive the RP-minded players find the tactical part of the game. I've played old WoD and saw things get just as nitty-gritty with tactical thinking as any game I've played in d20.
BryonD said:
But also, this has gone more into the (all) "rules never prevent" in this thread title, which is different from the "same rules but added minis kill it" context of my position. No problem, just saying.
I don't buy that 'mini's killed the game' mentality, either. I've used minis in every RPG I've played for 25 years and never had it be an issue. We used to play a home-brew game where two seperate groups would run through some sort of SWAT-type scenario. Each group was in a seperate room, and the DM would run back and forth describing things and adjudicating actions. There was just the barest hint of maps, no written rules for movement, etc. And despite being very rules-light, it was *extremely* tactical in play.
My beef with the DDM aspect is the business model, not the affect on the RPG.