Making a strategic decision in a game isn't a game mechanic.
Since when, and according to whom? Of many mechanics used to construct a game, "a player decides" is a fine one. Almost essential for the activity to be a "game", in fact (although, arguably, games like Ludo or Snakes & Ladders are games with no player decisions).
If you are going to start dictating what terms mean you really need to justify that. Every turn in chess there is a mechanism dictated by the rules for deciding which piece moves and which of several legal moves it makes - the player decides. *Why* the player decides as s/he does is, perhaps, not part of the mechanic, but the fact that the player
does get to decide is stipulated by the rules and is absolutely a mechanic.
Game mechanics are the game element designs which create variability in a game. A grid board is a game mechanic. A player making a decision about where to move a game piece on it isn't one.
Why not? Justify this claim, please. Just as not all of the rules of many games are written down (but are assumed), not all mechanics avoid player action. In fact most actually require it.
Again, there are no resolution rules in games as games are not about two or more people trying to tell different, conflicting stories and using the "storygame mechanic" to see whose gets added.
Look, I understand you have a deep and abiding bias against whatever it is you imagine the folks at the Forge to have said, but could you possibly place that aside and seriously consider how daft this argument is, please? Everything involves constructing stories - everything in life, not just in games. It is fundamental to communication. The simple act of speaking or writing for another's comprehension involves having shared or agreed or at least extremely similar imagined models of what one is talking about. If I talk to you about an "elephant", unless I have a picture in my mind of what an "elephant" is that is shared with you in the sense that it is similar or identical to the picture you have in your mind of what an "elephant" is, we are not going to be communicating effectively.
At the most basic level, games are about "I win", "No, you don't", "Right, let's play the game to resolve who wins and who doesn't". Your insistence that this isn't so is approaching blind stubbornness, quite frankly. Try to leave aside for a moment your loathing of anything you imagine to be related to the Forge (hint: this isn't) and actually read what I'm writing. I have said this several times now, and you have denied it every time with no justification, no counter-argument and no form of reasoning whatsoever. Just because you state it does not make it so. I have provided a list of examples and explanations. Any game
must incorporate some conflict, or there is no "game" to be had. Any such conflict is resolved as the play of the game, ergo every game
must have a conflict resolution mechanism (or, perhaps more generally, it
is a conflict resolution mechanism).
There are no "stances" in games. That whole line of thinking is ridiculously biased from Forge "theory".
It has bugger all to do with "Forge theory" - it goes back way before that on RGFA. And it applies to board games and sports just as it applies to RPGs. You may only accept one specific stance as "valid", but you do not, alone, get to decide what is and isn't true. Once again, put aside for an instant your huge grudge against what you imagine to be "the Forge" (which stances in games has nothing to do with) and actually read what we are talking about.
And there is no "shared imaginary pattern" either in as there is no such thing as a separate mindspace we all send our brains out to join in. That whole thinking of "shared story clouds" is horrible theory, bad metaphor, and not realistic in the least for what happens in RPGs.
Clear your mind of bigotry and loathing and forget all about the Forge for a minute. This has nothing whatsoever to do with sending brains anywhere. It has nothing to do with "story clouds" (whatever they may be). It has to do with the understanding we must have in our minds in order to play a game. Those understandings must be largely shared in common, otherwise, as with the elephants, we will not even be able to communicate (which, ironically, may very well be what is happening at this very moment...)
In the case of chess, for example, I must view the same board and piece set-up as my opponent does, and I must view the rules of chess the same as my opponent does, or we will be utterly unable to play chess. If one of us holds the view that bishops may make a knight's move, and losing a queen means you lose the game, it's not going to end well. The model of chess that we have in our minds must match - hence the shared, imaginary model. This gives us, also, the same view of possible future moves - the potential "paths" through the game you described earlier. If we do not share those (imaginary - they haven't happened, yet) models of the future, we cannot sensibly discuss the game or its possible development. Shared models of how things are and stories of why they got that way are fundamental to our ability to comprehend and communicate about the world around us. To say that one, specific activity "does not include them" is just ridiculous.
What we actually each have are our own imaginations. The referee knows the code behind the screen in his or hers, albeit with the help of charts, maps, and other materials. The players each decipher that code in their imagination to achieve objectives. That's game play for D&D.
Of course we all have our own imaginations. But unless we share common models of the game and the current in-game situation (i.e. "where we are in the pattern"), then we are not playing the same game. In fact, it's arguable that we are not even inhabiting the same universe. If the imagined models are radically diverse, we will not be able to communicate; all we will hear coming out of each other's mouths is gibberish (OK, this is getting scary...)
Yet in D&D the mechanics of the game are specifically hidden from the players and never told to them.
In that case the players cannot play the game. They have no basis on which to do so. They have, literally,
no model on which to base any communication whatsoever. This is a ludicrous postulate.
Luckily, I have literally never seen any RPG played this way. The players always have some knowledge of the rules. Sometimes they are in a helpfully labelled "Players' Handbook" so that they know where to find them.
If the players are really to make decisions in the game without any knowledge of the rules, I suggest replacing them with a random number generator. It will have much the same effect, but will avoid wasting some poor bugger's time.
The known rules to the players are not the code the referee is using.
You keep calling that GM's campaign design a "code"; this is uselessly obfuscatory - generations of players have called it a "campaign design" - can we not do the same?
There are lots of ways to do campaign design; setting out a sandbox "world" for the players to explore and then keeping it secret from them until they explore it using their playing pieces is a perfectly serviceable one, but it's not the only one.
The players can attempt to have their PC do anything.
Right - except that the vast majority of potential "things they could do" they will fail at. Telling the players a good chunk of the rules helps a lot, here, because we don't waste a load of time futzing around establishing what the most basic rules are. What's more, it helps to communicate up-front that there actually
is some rhyme and reason in what they succeed at and what they fail at - that it is a rule that the GM won't just make up outcomes at random regardless of the player's input.
This isn't trying to get their "story" added to the "cloud". It's learning through play the underlying code of the fantasy world and mastering the game, specifically within the role they've chosen (i.e. class).
So your suggestion seriously is that I start as a Cleric, say, ignorant of what a "Cleric" is, ignorant of what bodily form my character possesses, ignorant of what objects might exist in the world, ignorant of the existence of such things as "spells", never mind which ones my character might be able to cast, ignorant of what sort of society (if any) my character lives in and ignorant of what the possible aims in the game setting might be? How the heck am I supposed to play in this scenario? Do I have to explain to you what the character does in oder to learn to walk? What do I have to do to communicate with the other players - do we have to have our characters formulate a language from scratch in order that we may have them talk to one another? Do we have to explain how we go about formulating a language? The whole notion seems to me to be absurd.
What this means is players can actually play D&D as a game just like millions of online RPG players play CRPGs as games rather than practices in puppetry arts. (Actually, I love the puppetry arts, but lets not confuse putting on a group show with videogames).
I can, indeed, approach playing a tabletop RPG similarly to the way I play CRPGs, but neither is even remotely like the bizarre "figure out what you are and how the world functions" you have been describing. Every CRPG I have ever played comes with a manual that explains the basic rules of the game, as well as the keyboard and/or mouse controls and what they do. By the time I start playing (often after a tutorial with further explanation) I know most of the key capabilities and characteristics of my PC and/or the whole party of characters. I don't know what is "out there" in the world, for sure - but I know some general outlines (there are towns and villages, it's vaguely medieval technology, there are monsters) and I know that what is there is decided ("designed") by someone else involved with the game (the programmer). To say that I know "none of the rules" is simply wrong. I know enough to operate with a modicum of competence in the game - and that is quite a lot!
In summary, I'm very happy to play RPGs as pure "games" - to manipulate the character using the rules as a guide through a game world in order to achieve some selected ends ("victory conditions"). What I don't agree is that this requires me to start from some inane state of "total innocence", ignorant of the game rules and of the game world in general. There is no particular reason you could not push play in that direction - though I have stated why I think it would be counterproductive to go to the farthest extreme with it. But it is far from the only way to play an RPG
as a game. Ignoring storygames for the minute - that's not what I'm talking about. You can give the players a set of functional rules, design a setting for them to play in and play D&D 4E as a game. I know because I've done it. My 4E group is not big on storygames, or on immersion etc. (in general); they oftentimes play just to beat the bad guys* and get the loot. But they know all the character rules - that's what enables them to play the game making actual reasoned decisions, not random guess ones.
*: Defined as any creature in the game that opposes them in getting the loot...
Edit/P.S.: [MENTION=42582]pemerton[/MENTION], I crossposted with you, but I think we are saying similar things...