AbdulAlhazred
Legend
I am not sure what you mean. As a player it is irrelevant what the goals of the GM are, or their 'lusory attitude' to channel Clearstream. Whatever the GM is doing, when there are no rules, procedures, or at least strong and well-defined principles, governing a particular GM decision-making process, then I as a player can 'play to the GM'.But this is highly play. You don't have to GM this way, and you don't have to GM with game masters who run games this way. The GM isn't against the magic user. The GM is trying to balance the system, the world, the player, the other players, and make reasonable rulings that feel correct. I've always asked players if they think a particular ruling is fair before I go ahead with it. And this is a door that swings both ways, you can have adversarial GMs but you can also have players who try to exploit the game to get advantages that feel out of proportion to the spirit of the text. The solution is not to fortress the game against dysfunctional players and GMs.
However, I agree with you, larding your spell descriptions full of attempts to rule on every corner case is a losing proposition! This is why I appreciate, and advocate for, systems which have robust general rules, structured approaches to adding to or making exceptions to them, and well-articulated principles, roles, and process. For example, it is pretty much impossible to 'game' a system like Dungeon World from the player perspective. If the GM is competent and running the game 'properly' then it will gain players nothing to 'play the GM', in fact aligning your character's approach and goals with the GM's preferences is probably a good way to make the game play BETTER, not worse. IME with D&D OTOH that isn't generally the case. I think newer games trend more in the direction of 'works well inherently', though again D&D seems to want to resist that trend.