I think the difference may be rather smaller than you imagine.
I was speaking directly to pemerton; unless you are pemerton and/or your view is identical to his, then yeah, sure, why not?
Of that list, the only one I would definitely exclude is "storyteller". As GM I don't know what the story will be, nor do I want to. It will emerge from play. "Worldbuilder" may also be a bit dubious for D&D (specifically). I "build" sufficient of a "world" for play to proceed, but no more; the rest is mutable to suit all the players' requirements (including mine). The rest - referee (of the rules as written), scene-setter and so on are all fine. "Overlord" is a bit overblown, but the GM's role is certainly wider than the other players'.
This is where we can see that there is some flexibility in what a DM "is." I
love worldbuilding, including (and perhaps especially) big picture stuff like cosmology, world maps, etc. I often find myself fretting over the look of this or that coastline, even though I know my players will likely never even go to 90% of the places on the world map, but that doesn't stop me, for two basic reasons: One, as I said, I love worldbuilding - I do it for my own enjoyment; and two, the more work I do beyond the "edges" of game play ("ludus incognita"), the more it enriches the area of play ("ludus cognita").
I find the worldbuilding approach of stopping at what is "sufficient for play to proceed" unsatisfying both as a DM (worldbuilder) and player, because the props, so to speak, end up feeling paper thin - like the western town in
Blazing Saddles. This doesn't mean I think you or anyone that takes this approach is a bad DM, by the way - there are many aspects that go into good DMing, and a great worldbuilder and otherwise poor DM still makes for a shoddy game experience (just as an excellent DM can make up for paper-thin worldbuilding and still provide an enjoyable game). It is just that this is an important aspect of D&D for me.
If the player characters are protagonists, they must have agency - i.e. they must have power to act without veto. Otherwise they are not really protagonists, they are just puppets.
I think [MENTION=17106]Ahnehnois[/MENTION] spoke to this better than I could have. My view is similar to his.
The GM creates scenarios, yes, and plot hooks and necessary background - but not the storyline. The story is formed from a synthesis of the GM's framed situation and the actions of the protagonists; without the latter it does not exist - cannot exist.
They are co-creators of the story, which to an extent you might call "the game itself", but in D&D they are not usually the co-creators of the world outside their characters. The actions of their characters might change the world, for sure - that is the very essence of being a protagonist! But the players don't generally decide the system or setting detail as such.
Yes, I agree with this. But its really a spectrum, really, from utter free form and co-created, ala the "sandbox" approach, and what is pejoratively described as "railroading." I find myself enjoying the spectrum, but preferring an approach that incorporates elements from both extremes. I like a sandbox-style basic set-up, especially at the beginning, with plot-hooks and locations and encounters, and then I like weaving together these plot-hooks, perhaps guided by some underlying (or over-arching) story ideas that I want to instigate. But it isn't about me corralling the PCs in a direction they don't want to go; its about creating a symphony in which they can improvise within - "jazz-classical."
So the DM is also the
conductor - but not of a pre-written orchestral piece, but a "jazz symphony" in which improvisation is not only possible but encouraged, and which no one is absolutely sure where things will end up. Some DMs want to know and
do corral the PCs, I prefer not to - although there are always plot ideas that I'll find a way in if I really like them.
As an addendum, I lost the quote, but you said you were the lone serious gamer while your players were "casual". I think this might partly explain why you feel that 4E powers "stifle creativity". I said above that, once the players get to know both the rules and their characters they tend to use their powers as resources rather than a checklist of "what to do". If your players don't/can't learn the basics of the rules thoroughly, then I'm guessing that a really rules light system would suit them better. Rules in any game really only work well if the players all know what they are.
I meant "casual" mainly in their overall interest in RPGs. I'm the only one that buys more than a book or two, that thinks about D&D beyond the session, at least significantly, or that posts on forums. But there's a range in terms of how well the players know the rules; some "get it," and some don't. And I can agree with you that for those who get it there's a lot more freedom,
but...they still look at their character sheets as a menu of options (resources) and rarely improvise out of it. Or rather, they might come up with a description of what the character does and then they, the player, chooses which power fits that description (or usually vice versa). The problem being that there's a kind of artificial separation between character action and player choice (of resource).
In well designed rules there will be no clash because the places where each player (including the GM) has the power to dictate will be defined. This is one area where a lot of Indie games are really good, actually; their split of responsibility/power may be very non-traditional, but it is well defined. The rules say - as their primary function, in fact - who gets to decide what.
Well again, we disagree on the absoluteness of DM power here.
The idea that the GM "has greater knowledge of where things are going in general" is somewhat alien to me. Greater knowledge of the monster/NPC/setting details? Sure. Greater knowledge of where the story is heading? Nope.
Of course the DM has greater knowledge of where the story is heading, at least in the approach I take, because the DM likely has plot hooks that they want to introduce.
Assuming that the GM is constrained by the rules, yes - some seem to be saying that rules do not constrain a GM, however...
I'd say guide, not constrain. But the DM
always can over-rule the rules.
Background, yes. History, yes - as far as is required for play. Story board or predetermined plot - no. To have such a thing is, at a minimum, to limit the influence of the players' decisions and thus to render their characters other than protagonists - which is what they are supposed to be.
Now, there might be exceptions to this with the agreement and connivance of the players - when running through a sequence of published scenarios, for example - but in general no future plot should be assumed or planned by the GM. The players should make clear their intentions, and the GM should plan around that.
Assumed? No; I agree with you. Planned? Why not? Plans are flexible and can be changed.