Hi,
Since we're already off on a tangent, and I've been holding this back for a while...
Not all gamers are after the same thing. Some want to roll dice, etc. Others want something different.
Me?
As a player, I want to taste the experience of being in a game world. It can also be fun just to play an ordinary rpg, but even a great ordinary rpg remains ordinary. To me.
As a GM, I want players to experience being in the game world, to be immersed in it, to drown in it. Everything else is secondary or unimportant.
As a GM, I don't care if there are dice. I don't care if there is storytelling, or even if a story emerges, though it usually does. Sometimes, usually to my detriment, I've even been willing to sacrifice fun.
Dice are a tool. Story is a tool. Collaboration is a tool. Resource management rules, a tool. (Yeah, yeah, and me too.
)
Experience is about what people do, and to a lesser extent what they say. For a player in our world to feel like a character in his, I believe the player needs to be engaged in congruent activities. Incongruous activities pull a player back into the real world, because the experiences are different.
Dice? If I want players to feel like they are in a book or movie, I'll avoid them. If I want them to feel the indifference of an uncaring world, or the caprice of a malicious god, bring on the dice.
Getting it right can be tricky. Want an oppressive totalitarian regime? Being an over-controlling bastard GM will only get players to focus on what an over-controlling bastard I am.
Collaborative storytelling? That's not something I usually want to feel as a player during a game, or as a GM, inspire players to feel during a game, because it pulls the focus to the metagame; but when the session is done and players think, Wow, look what we've done together, awesome, far better than Wow, what an awesome GM you were.
Resource management? That depends. Conan the Barbarian might be more efficient if he managed resources strictly, but then it wouldn't feel like Conan, so I'd want rules that discouraged thinking about it. Magi - and at last getting to the point - manage resources to some extent, and great resource management rules would mirror the way magi think about resources and act regarding resources, so that the thoughts in players' minds are akin to the thoughts of magi, and the activities of players correspond to those of magi, and most important, because otherwise nothing works, that the rules are not broken in the sense that I usually mean (ie ugh, this is sooooo powerful is rarely my idea of broken), that is, that the rules represent the right way to do and think about things within the game world too.
I suppose an example of how things are done right might be illustrative: Although I have many problems with the AM magic system, it has one overwhelming virtue: The players and the magi are using the same system, can talk about magic in exactly the same way, optimize power in exactly the same way, think about the same considerations, synergies and limitations, (usually) have the same idea of what is involved in casting a spell or crafting an item... it goes on.
I can have a conversation with you about Magic Theory, and two magi can have the very same conversation, and it makes sense. We can talk about the effects of a Divine Aura in the same way, to similar precision. We all know how much vis we have to hoard, and what kind. We all spend downtime in the lab. (It's not perfect though, because the game world lacks the theurgic aspect of pleading with a higher power that an effect should have a lower magnitude because it is minor rather than moderate....)
It works so well, that unlike in most games, I think something is lost if the magi aren't allowed to talk about the magic system to the same precision as the players. Of course magi know about spell guidelines, about spell effect levels, about Auras and their effects, and they know it with far greater detail, precision and nuance than we do. A Flambeau bragging about the Faerie he charcoaled better be able to answer the question, How big? (Although Who wastes points on Intellego is a fine response.) A Flambeau and Jerbiton just out of Gauntlet talking about their spell repertoire...
So how do magi think about resources?
Anyway,
Ken