What I mean is that some people read the same words, and understand them to mean a different thing. We see that again and again confirmed on these boards, in discussions over what rules are, and what principles are. It's not just that group A are right and group B know that group A are right, but choose to do something different anyway (which of course happens), but also that group A are right - given their reading - and group B are right - given their reading. They are working to differing defaults derived from differing interpretations of the same game-artifacts
I think this is unavoidable.
To explain further:
Compare the amount of human energy that has gone into thinking about the
writing, the
operationalisation via enforcement and adjudication, etc of
law, to the amount that has gone into RPGing. The former is vastly more than the latter: there are academics, and policy wonks, and bureaucrats and other officials, in the thousands and millions, working on the issues.
And there are no universal solutions. You can draft your sentencing act with the best of contemporary principles, using the best of contemporary drafting techniques, with the best model sentences from a sentencing commission or whomever else is empowered to produce them; and you will still get differences in sentencing across crimes and context and courts and individual judicial personnel. And that doesn't show that some judges are "activist" or "corrupt" or "bad faith" - it just shows that
discretion (together with associated phenomena/practices like
interpretation and
judgement is a real thing).
So Moldvay Basic can tell us that the GM should be a neutral arbiter, who extrapolates without prejudice from the established fiction. Its provides us with some examples of play, plus a bit of GMing advice, to illustrate the point. There is also a bit of internal contradiction, or at least tension: page B8 tells us that a fall causes 1d6 hp of damage per 10', but an example of fair adjudication on p B60 - while restating that rule - also gives a completely different way (% chance of survival) of dealing with a character who willingly jumps over a cliff hoping to survive by landing in a stream below. (Laws, too, often contain internal tensions which make interpretation hard.) And that's what a group of Moldvay players has to go on!
So we should expect that different RPGers will end up doing different things while sincerely following this advice! Likewise when Moldvay and Gygax, in their rulebooks, say that reward should be commensurate to risk and skill (see eg pp B45 and B60 in Moldvay Basic), what is the relevant measure? Here's the closest that Moldvay comes to answering that question (p B45):
The DM may choose treasures instead of rolling for them randomly, or may choose a result if rolls give too much or too little treasure. The choices should be made carefully, since most of the experience the characters will get will be from treasure (usually 3/4 or more). It will often be easier for the DM to decide how much experience to give out (considering the size and levels of experience in the party) and place the treasures to give this result. However, the monsters should be tough enough to make sure that the characters earn their treasure! . . .
The lairs of most human-like monsters contain at least the number of creatures given as the wilderness "No. Appearing" (the number in parentheses). An encounter with less than a full lair should yield less treasure. On the other hand if 1-4 is the "No. Appearing", even one will have the normal amount of treasure, and no adjustment is necessary.
The wilderness no. appearing for bandits is 3-30, and their treasure type is A (an average of 17,000 gp worth). So is a group of 10 bandits (AC 6, HD 1, damage by weapon, save as level 1 Thief) with chests holding 5,000 a fair encounter? A 1st level party with a bit of forewarning and a Sleep spell should be able to handle that fairly comfortably, picking up 100 XP for the bandits and 5,000 XP for the treasure. Is that balanced, or Monty Haul? Does it become balanced if we also throw in an encounter with a crab spider (AC 7, HD 2, damage 1d8+ poison (save at +2 or die in 1d4 turns), average treasure around 100 gp)?
I don't think there are definitive answers here. I remember in an early White Dwarf Roger Musson imagines a single kobold guarding a chest with 2,000 gp, and speculates that perhaps no one else was interested in guard duty! And then goes on to say it would be fair game to encounter the rest of the kobolds on the way out of the dungeon. I get the feeling from his writing that he was at the less stingy end than some other GMs of the time, but seems clearly enough to have been a successful GM of classic D&D.
The same thing will happen in other RPGs too. I remember a debate, some years ago now, between
@Manbearcat and another poster about whether Manbearcat had gone soft on a particular move in one of his DW games. That sort of difference of approach is to be expected. And whereas in legal adjudication there's at least an argument that it's a problem (because consistency probably is one virtue in adjudication). when it comes to the world of RPGing it doesn't look like a problem at all.