Okay.... so why must we keep the bit about "the rules don't run the game, you do" in favor of less problematic language? This is my point. There is a way to phrase that which can't be used to justify awful GMing.
You guys each said that the example of awful GMing technically was within the rules.
What if it wasn't? That's all.
Does it do that? If you're referring to the Role of the Dice section, it does not do that. It says that not using dice promotes creativity by making players look at the situation rather than their character sheets.
I wouldn't say that the book describes not using dice as a negative in any way. But if you're aware of another section where it does so, I'm all ears.
No, it's not about my ability to trust my GM. It's about the ability to define the role without the need to grant the role absolute authority which is then cited to somehow justify GMing that's clearly awful.
The example of play (which while many said was absurd, @Oofta shared one of his own which was just as absurd) was one we all agree on is bad.
What would be wrong with the PHB or DMG saying it's bad? Or "Here's a list of best practices" or "Here are things to try to avoid"? How would this be a bad thing?
What if the social contract, such as it may be, was defined in the books? Or if not defined, discussed with some pros and cons? Why do these things need to remain distinct?
I didn't say it was confusing, nor did I say it was a bad design choice. Honestly, it's pretty genius. Doesn't mean there isn't a drawback to it.
My point is in the seeming dichotomy between the rules of the game, and the social contract. I don't think there should be such a dichotomy, nor that there needs to be.
The rules of the game are just as important as the GM. I don't think it's a good idea to place the GM above the rules. The reason is that you then get GMs who make decisions that they think are justified even if everyone else thinks they're awful.
I'd prefer if the rules point out things that are awful instead of just saying "It's all up to you" and then expecting everyone to get it right.
Clarity equals spoon feeding? Ha okay.
As for advice and guidance in the text, I would say that yes, that will help people improve. I would offer specific examples, but maybe I'll just let all of human history and endeavor speak for me on that one.
Do you really think any amount of text in a book could convince a jackass DM to not be a jackass? Because yes, the DMG tells the DM that they're in charge not the rules, which is a good idea. It let's people know that house rules and tweaks are part of playing D&D. But let's look at the entire paragraph instead of just taking things out of context
What’s the right way to run a campaign? That depends on your play style and the motivations of your players. Consider your players’ tastes, your strengths as a DM, table rules (discussed in part 3), and the type of game you want to run. Describe to the players how you envision the game experience and let them give you input. The game is theirs, too. Lay that groundwork early, so your players can make informed choices and help you maintain the type of game you want to run.
If someone is going to ignore that last sentence along with several other sections in the DMG I'm not going to bother looking up, no amount of text is going to make them a good DM. There are obviously other ways of running games. They can never guarantee that one person at the table, whether GM or player, won't ruing the experience for others.