howandwhy99 said:That sounds like you prefer games other than RPGs. And I'm not suggesting immersion is somehow the be all and end all of RPGS either. What a strong wall between IC and OOC thinking allows is a breadth and depth of play you just cannot get from non-RPGs IMO.
SNIP
This kind of game need no rules to decide who gets to be "The Hand of God". IMO those are whatever table rules agreed upon so arguments don't arise for who has "The Power" each time. You could feasibly do it round robin.
This is the part I am apparently not conveying well. These games all have very strong and codified rules that delineate who gets narrative control. Their rules are actually more codified and rigid than "traditional" games.
They have very fiddly rules, feats, powers, spells etc. that all impact narrative control. Sometimes the rules might have strong simulationist/gamist aspects (range, duration, damage) and still have very strong narrative characteristics (i control the narrative in a limited way for this long).
An example...TSOY has a feat that allows me to say I produce any object that I have carried recently no matter how thoroughly i am searched. It is meant to represent a rogue like ability to hide objects on the body or in the area. Even if my character is strip searched and magically x-rayed i can produce this item. It is not a magical effect and is not explained as one even if the result would seem 'magical'.
If i use this power, i as a player can narrate exactly how i managed to hide this item. The GM can not overrule this authority with his narrative. It is a very detailed power that has specific uses and costs (1 reaction pool) but is also very narrative and is all about authoritive control.