ExploderWizard
Hero
Unlimited DM power, even to the extent of fudging monster hit points so as to keep them alive, or fiating player attacks so as to stop them killing "special" NPCs, is a product of AD&D 2nd ed rules texts (and similar era rules text in White Wolf books - the so-called "golden rule").
Those are not rules per se, more like terrible advice than anything else. I believe suggestions such as those did the most to put forth the idea that all DMs engaged in illusionism and regularly cheated to ensure desired outcomes.
I'm not very good at GMing Gyagaxian D&D, and not all that keen on playing it either. But I would prefer it to 2nd ed style based on unlimited GM power in the interests of "the story".
I do really enjoy Gygaxian D&D but the 2E style you are referring to disinterests me as well. Why play at all if your decisions and actions are meaningless?
I prefer a game in which the players can make meaningful choices as to how their PCs engage the gameworld without relying upon the GM as the sole mediator of whether or not those choices have an effect - and if so, what effect - on the ingame fictional situation. I have two main reasons for this preference: (i) I want the players to play a major role in shaping the outcome of ingame events; (ii) I do not want the conflict of interset, as GM, of having to both establish the adversity that confronts the PCs, and deciding whether or not they are able to overcome it. For me, systems which do not satisfy constraint (ii) - ie systems in which the GM decides to "allow" things or not based on whether or not they are "good for the story" - are insipid and uninspiring. Whether or not they involve roleplaying, they all fall under the broad notion of the GM deciding what story will be told.
Here we disagree a bit. (surprise!! ). In the D&D that I run, the players ultimately decide what adversity they wish to overcome AND their odds of overcoming it based on their own approach. While it is true that I populate the game world with 'things' other than the PCs, I do not get to pre-decide the what and when of some of those things resulting in adversity for the players. There is no conflict of interest because I don't know what adversity the players will drum up for themselves or what plans they might come up with to handle it. That is the fun of the game for me as a DM, being just as curious about what might happen as the players. I do a good deal of prep to ensure that multiple avenues of adventure are open for the players to explore. It is my job to provide the players with information and opportunity to seek adventure. The players choose their own destiny. Does this mean that everything is static and no events of any importance happen? Not at all. The world is always in motion and individuals and groups take steps to advance their agendas. The players may cross paths with many of them in their adventures thus getting entangled with ongoing plots hatched by these entities. This often leads to events and other opportunities that wouldn't have existed without player involvement. Thus the players can have a major impact on the world via their decisions and actions, none of which require complex resolution mechanics to bring about.
I do not play to tell a story, and therefore don't really care if one gets told or not.