And I would hope that the GMs are mature enough to differentiate between being asked "why not?" and "crying".
With all respect, the other side to why the player vs. GM mentality will never die is that so many are taught that to assume that if the players question the GM in any way, that they are by default wrong. Sauce for the goose, sauce for the gander: yes, players need to respect the GM, but if the GM doesn't extend them that same respect, that is problematic.
If you are who I think you are, and have been doing WW for near 15 years now, what outside of it have you GM'ed? I don't follow the twitter and blog crap of game authors, I could care les about their daily lives other than product X was something I want to buy, oh look this person happens to have worked on it.
Don't recall the timeframe I ST'ed for 100+ people either.
But I will tell you one thing, VtM has a VERY different sort of player that D&D, both LARP and TT. Maybe that has changed and WW player have become the dregs like D&D, but back them the players didn't much complain or argue of little things they wanted, and played. An ST saying they didn't allow specifically Glass Walkers wasn't even met with a "why not", but just "ok, how about this idea?" while trying to make sure the cairn didn't cause problems with the covens and such because of having to deal with the lapdog Brujahs anyway as they were viewed as housepets, but that is a different confrontation as opposed to DM v player and was a fun thing to have played out of their characteristics.
Maybe the nomenclature of ST gave more weight to the GM of Vampire, or the power insinuated in Dungeon MASTER wasn't well accepted after the rebirth of RPGs in 2000.
Either way it wasn't until around 2000 and D&D's rebirth and the player empowerment movement that these parts saw a lot of player V DM for things being disallowed.
It isnt about the players not being able to question the DM/GM/ST, but more the fact that it isn't questionsing a lot today, but that which you call "crying" from the players thinking the GM owes them something.
Now one good idea was had in this thread about players getting to choose one thing, so long as it didnt conflict with anothers players choice and involve too many other dependent parts, that they could remove or what have you form the game. The example was removing orc or something I think.
The problem is, and from my understanding it hasn't gotten better much since 3rd, that the GM puts in a LOT of work. This thread I have always talked about what I thought was things happening up front, but it could go for after the game ha begun as well. Before people sit down the first time, the GM has likely devised some idea of what to do based on the players tastes.
An example in the given somewhere around here mentioned on player wanting to throw 15 years worth of gaming away for him. When the game hasn't started yet, the GM has probably already done a fair bit of work. GM's love to write down ideas, and they probably have some stowed away and already added to it for the current/pending group.
We could stick with the Glass Walker example, but for the sake of other I will switch to AD&D 2nd as an example maybe more can relate to.
A DM doesn't need to be questioned why they don't allow "kits" or shouldn't. If they don't allow them, them someone should be smart enough to figure out that the entirety of them is not something the DM wishes to run.
Oft times it is that simple.
Sure you can question the DM, but if you pester them long enough they will get disinterested in running a game for you.
As others have said, you are not required to play.
On another forum the discussion is being had about why DMs don't allow "evil" characters, and saying DMs give no reaosn for it. In response to my "why did this person want to play one?" the response was similar many times but DMs are looked down upon for asking the players why they want to play it. "because I ran out of paladin builds", was the reason to want to play an "evil" character.
We are really broadening the topic, but it really is about disallowing things in general, but you know how those threads end up, the same route we are going here. This one just wonders why a player cannot accept a DM not liking something.
Players need to learn, or relearn in some cases, that the GM is also a player. They have a right to have fun to. They put a LOT of work into making the games obstacles and such for the other players to go through and have fun with, hopefully. So why should the GM have to use things they don't like, when those things they have a dislike for will only and ALWAYS lead to the GM becoming disconnected from the enjoyment, and with the falling interest the give, the game will become less fun for everyone else.
Ever had a GM that had a bad day, and they were not running a very fun game because of it? That is what could happen to the GM that has to deal with things they "don't like" as a part of the game on a constant basis.
Even if answering why, odds are the players will still try to change their opinion with the latest line about how this will be different from past experiences with it, and yet it becomes the exact thing that was the reason for them to dislike it. (kenders)
Some players won't take any answer at all, unless the answer given to them is "Yes you can play it."
There isn't the power struggle until someone creates it, as the DM only has power as long as he has players (see the walking away from the game thread).
The players have all the power in the game. Without them there is no game. Yes you can play ANY RPG without a GM/DM/ST but it will be a very different experience, but you cannot DM for empty chairs.
All RPGs are homebrewed. Even RAW games have some things omitted. Since someone should know this, then just accept what isn't a part of THIS game, and wait until the next one to use it there.
I it is a new player, then I don't expect them to know all the reasons why people may not like certain things, but again I don't expect them to be just handed a PHB and left alone either. Someone should be explaining them something about the game as they are creating their character, and if given a pregen then they don't have to worry about asking for anything as they didn't really get to choose in the first place.
DMs expect the players to screw up all the best layed plans within moment where it should have taken at least half an hour, and likewise players expect the DM to make the game work.
Part of that DMs job is exclusion of things, so that the game works for the group.
It really feels like the old DM v players argument. Yes there are bad DMs, jsut don't play in their games once spotted. But all DMs aren't out to give you a bad game. If you go into the game thinking the DM is trying to screw you over to begin with, you will often carry that throughout th game. That is why I say let it die. Let and teach people to trust the DM they chose to run the game for them. When you feel the game isn't working out, you can just leave it.
If the ST doesn't like Sabbat, then pick a Camarilla.
All games have so many choices, such as the "evil" discussion, just wanting this one thing is likely to end, and most times does, in that player becoming a disruption.
You are ALL GM and players working to make a cooperative game, so cooperative for the whole to have something, rather than one to have something.