JohnSnow said:
I submit that any game where things are in writing is going to be more consistent than one in which they are not.
Quite possibly. But of course, that has nothing at all to do with rules heavy versus rules light. For example,
HeroQuest is generally considered to be a rules light game, while
D&D is generally considered a rules heavy game.
HeroQuest quite specifically details the in game benefits you gain from having your family support whatever you're doing versus the ramifications of being a black sheep, while
D&D is pretty much silent on this matter. This means that
HeroQuest is more consistent in that particular area, despite being a "lighter" game.
The more rules-light a game is, the more it sacrifices by-the-book consistency for simplification.
That's simply false; in fact, often the opposite is true. Rules-light games tend to be more consistent because they usually rely on a single mechanic for every situation, whereas heavier games have different subsystems that result in different levels of detail for various activities. That makes the rules-light games more consistent. What they lack is the detail and focus on specific areas of play. For example,
D&D has lots of rules for killing bad guys, and comparitively few for most subtler forms of interaction. Choosing the right rules set becomes a matter of finding the right balance of coverage and focus. Usually, it's not as straightforward as light vs. heavy...
HeroQuest, which as I mentioned is usually seen as rules-light, has an awful lot of detail and rules concerning how various augments stack together because that's an important part of the genre it's attempting to emulate. So while
HQ's basic system is pretty light, there's still a lot of pages dedicated to what the authors see as a core part of the game. Just like
D&D, with at heart a pretty simple mechanic, has lots of pages devoted to killing bad guys and taking their stuff.
Is the GM the ultimate arbiter of consistency? Sure. But don't players have the right to expect certain actions to be resolved the same way every time?
As a player, I only care about this in adversarial situations, which is not (IMHO) a particularly desireable element of the player-GM relationship. Often it's appropriate for a situation to be handled differently depending how important it is and how much fun it'd be to play through it. For example, say in a fantasy campaign there's a big war between the pseudo-Arthurian good guys and the Mordor-like bad guys. I would expect - heck, pretty much demand - that a battle be handled differently depending on whether the PCs are present.
In summary, it does not appear to me that the line of argument you've chosen has much - if anything - to do with the relative merits of rules-light versus rules-heavy games.