JacktheRabbit
Explorer
Because, as I said, if the players are at a loss for what to do, the GM has either failed to give them things to do (hooks) or failed to seize the initiative (kick in the door) when they flounder.
The difference is in style and intent. A DM can be good or bad no matter the style. As an example u had a DM who ran a Pathfinder Adventure Path to the letter, he refused to deviate in any way possible. He demanded that the only possible actions were the ham fisted in your face plot hooks the AP included.
I quit the Group during the 3rd module due to inconsistent play, got annoying that at least 50% of sessions were cancelled for player reasons (really? A Sunday every other week is too hard to plan for). After that I read the AP, everything was exactly as written, BORING! Please give me at least the occasional illusionary choice to feel like I am doing more than running a combat in between bouts of meaningless combat.
The moral? My paradise sounds like it would be your nightmare and vice-versa.
Is either better than the other? No. But to say problems in game can only be the DMs fault is bs.