EzekielRaiden
Follower of the Way
It occurred to me that I should clarify a little.I did not get this take from your posts at all. If this is your stance then I have no issues since it basically boils down to live and let live.
I absolutely, 100% think that every GM should strive to reach a point where they are comfortable finding answers to these campaign-specific questions. (I say "finding" to leave open collaborative methods, rather than always being GM-driven.) I think this is both a refinement of general GM skill, in the sense that answering these questions means having a richer, deeper, more "full" world, and a huge boon for getting, keeping, and growing player enthusiasm for and interest in the campaign. Part of why it is the latter is that doing so enables the kind of thing I'm talking about, where the rules exist and have value, but can be expanded upon where it makes sense to do so, whether at GM or player prompting.
Or, as Spock once put it, "Logic is the beginning of wisdom, Valeris, not the end."
Some GMs will simply be uncomfortable doing this, for whatever reason, and should thus adhere strictly to the rules, saying no to all questions which might require expanding beyond them. I consider that a deeply unfortunate situation, but it will happen, and ultimately it will be better for the health of the game to avoid doing something the GM isn't on board for than to force it through. But I genuinely believe such GMs really should work on becoming comfortable answering these questions and leveraging those answers to enable creative effort that expands beyond the rules (not contradicting them, just adding more possibilities.) Their games are essentially guaranteed to improve as a result, so long as they make the effort to keep these results constrained and focused rather than repeatable and/or trivial to employ (aka the effort to nix exploitation.) Such effort is not zero, but it really isn't particularly difficult; giving diegetic reasons why something can only work once, for example, or attaching nasty costs which players are unlikely to want to pay even once let alone multiple times, etc.