Isn't that what just happened when everyone came back and said a GM that would do what the GM in the example did was a bad GM?
Okay.... so why must we keep the bit about "the rules don't run the game, you do" in favor of less problematic language? This is my point. There is a way to phrase that which can't be used to justify awful GMing.
You guys each said that the example of awful GMing technically was within the rules.
What if it wasn't? That's all.
You mean like in the DMG where it discusses the downfalls of ignoring the dice...
Does it do that? If you're referring to the Role of the Dice section, it does not do that. It says that not using dice promotes creativity by making players look at the situation rather than their character sheets.
I wouldn't say that the book describes not using dice as a negative in any way. But if you're aware of another section where it does so, I'm all ears.
No it's me as a DM having my cake and eating it too. It's being able to create my own stye and individual way of running a D&D game using their framework of rules with minimal interference from a prescribed way that I'm "supposed" to correctly do it. That's what you're not grasping. Maybe you don't like that flexibility... maybe you don't trust your DM with that authority... maybe it's just not for you... but that doesn't in turn make it a bad thing or the wrong design choice.
No, it's not about my ability to trust my GM. It's about the ability to define the role without the need to grant the role absolute authority which is then cited to somehow justify GMing that's clearly awful.
The example of play (which while many said was absurd,
@Oofta shared one of his own which was just as absurd) was one we all agree on is bad.
What would be wrong with the PHB or DMG saying it's bad? Or "Here's a list of best practices" or "Here are things to try to avoid"? How would this be a bad thing?
What if the social contract, such as it may be, was defined in the books? Or if not defined, discussed with some pros and cons? Why do these things need to remain distinct?
Now I have to ask... what is your basis for thinking the game is confusing so many people and they are having to fill in blanks? And what is your proof this was a bad design choice?
I didn't say it was confusing, nor did I say it was a bad design choice. Honestly, it's pretty genius. Doesn't mean there isn't a drawback to it.
My point is in the seeming dichotomy between the rules of the game, and the social contract. I don't think there should be such a dichotomy, nor that there needs to be.
The rules of the game are just as important as the GM. I don't think it's a good idea to place the GM above the rules. The reason is that you then get GMs who make decisions that they think are justified even if everyone else thinks they're awful.
I'd prefer if the rules point out things that are awful instead of just saying "It's all up to you" and then expecting everyone to get it right.
This idea that a TRRPG must spoon feed players and DMs is just foreign to me. Same with the idea that any amount of text or more rules is somehow going to make a bad DM a good one.
Clarity equals spoon feeding? Ha okay.
As for advice and guidance in the text, I would say that yes, that will help people improve. I would offer specific examples, but maybe I'll just let all of human history and endeavor speak for me on that one.