Understood. I think of the whole concept in the opposite. There are so many people interested in playing D&D and also so many people interested in running D&D that it makes sense to take the high way.
I run my game if you don't like it you can walk... and find another DM that suits their needs better. Likewise, I'm sure to find players that are cool with the way I want to run. I know for certain locations and demographics it doesn't seem like this, but I contend that if you look, you can get the group that works for you and you can afford to let walk those who don't.
Fair enough. I don't share the same socialist approach to D&D but I'll respect that you do.
The only comment that I make is that although I am the primary DM in my group, others in my group also DM. We each have our own campaigns and each have different characters in different worlds. We each DM our campaigns separately in our own way. For me, this adds variety in that we each have our own unique approach to the game.
For me, it is the individual orchestration of each DM running their game, the way they want to, that makes each campaign interesting and unique. It is because my campaign belongs to me and others campaigns belong to them makes each campaign engaging and fresh. They are an extension of the DM's approach and personality and their autonomy in executing these campaigns make it such.
Without that autonomy and authority, a DM can't impart their own personality and creativity in making the game their own.
I believe in a more individualistic approach to the game. A person running D&D makes it their own by the very nature of running it. Their own approach informs the campaign and makes it unique. No campaign can ever be the same because different people run it. Twenty DM's can run Lost Mines of Phandelver and each will provide a completely unique and extraordinary experience because the DM orchestrates the game in their own unique way with their own authority.
I'm currently running LMoP and I can 100% absolutely guarantee you that my run is unique and has never been done before.
Here’s the thing. My game is, I absolutely guarantee you without a shred of doubt whatsoever, just as unique, as is my buddy’s homebrew game, and my other buddy’s game that doesn’t use any established system, and my other buddy’s Star Wars game, and my wife’s CoS game.
I don’t know what about the differences we are talking about here makes you think that this wouldn’t be the case.
My campaigns are very, very different from the other DMs in the group. We have some houserules that we all like and thus all use, but others are unique to either a campaign or a DM’s games in general. What sorts of games we run differ, what sorts of characters fit differs, etc.
I’m the only one that tends to run tightly themed games with a short run time, like a single story arc game of mouse Paladins of different holy orders, or a “year” at a magical college in AU 1630’s Cardiff.
My wife runs published campaigns.
Etc
I build a world, and the fact that I do so with feedback from my players doesn’t make my game any less my own, any less imparted of my own creativity and personality.
Turns out, this; “Without that autonomy and authority, a DM can't impart their own personality and creativity in making the game their own.”
Just ain’t true. Or perhaps you misunderstand what I’ve been saying. Either way, I find myself shaking my head at this exchange in general.