McClaud said:
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Paranoia and Legend of the Five Rings
If you look at the systems set for both of these RPG games, they are largely set for combat. Although they both have smaller additions to conduct players and GMs how to run non-combat encounters, they really don't shine or get used except in combat or near combat situations.
Yet, both games have settings that require a lot of NON-COMBAT interaction.
GMs enforce the setting, not the mechanics. A lot of GMs nowadays discard mechanics or parts of systems to meet their own requirements/feelings anyway. So saying it's heresy is heresy in itself. The good GMs follow the GM Creed: I am the Game Master, and I control the game, the setting and the tempo. I am the arbiter of disputes, and the world in which the players tread. It is up to me to make the game enjoyable for the players - not the game itself. This is why I play.
Well written McClaud. You have a very vallid point there the GM is a strong enforcer of the setting. He or she can control the game, or at least lead it back on the right tracks when it sidetracks. But not every GM operates in this way, I have played with GMs that never gives any hints or what to expect how to solve an obstacle. Some GMs never make it clear what they will tolerate or how they indend for a game be run. I call them the enigmatic GMs and I suspect they are a rare breed.
The Enigmatic GM
Not to repeat what I have allready said, but enigmatic GMs seems to be driven by the creed of total player freedom. He seldoms hints or tells what he expect how a game is run. He reacts to the players decisions with serious neutrality. Some players may find that discomforting. Its hard to read what such a GM likes or dislikes of the players decisions. He is the opposite of the Guiding GM . I think most of us GMs falls in somewhere between the two.
And you`re right that most GMs will not let them be dictated by the rules. So we can be sure that these factors influence the setting most 1) the GM, 2) the players and maybe as a 3) the rules or mechanics.