But all of that is just discussing DMs who are not running the types of games that the players want.
No it's not. The post you quoted actually described particular techniques, and how they relate to particular play experiences. I agree with
@Campbell: assertions of preferences are not all that interesting, given that most of us posting in these forums will never RPG together. It is discussions of techniques, and how they produce (or produced) particular experiences, that are interesting, because (as
@hawkeyefan has said) this is how we can get better at our craft.
That is a very oddly specific example of bad DMing. I've seen bad DMing in the past (i.e. "A hand comes out of the wall and [DM rolls dice] Bob's PC is now dead.") and sadly nothing can prevent that other than to remind the DM that their supposed to make the game fun for everyone. If that doesn't work, find a different DM.
This claim isn't true either. As a GM I've made bad decisions. I didn't improve by having my players find a different GM. One of the ways I improved was by reading analysis and advice, and acting on it. I've mentioned many examples in earlier posts, and will revisit a couple in a moment.
But first: the advice to
make the game fun for everyone is, frankly, pretty vacuous. It's like advice to
make the cupcakes you bake golden and fluffy. I mean, sure, who doesn't like golden, fluffy cupcakes? But that doesn't tell me how much baking powder to use, or what temperature of oven. I was trying to make Classic Traveller fun for everyone since the early 1980s, but only in the past few years have I actually worked out how to do that, not through magical intuition but because of focused discussion of particular technical aspects of RPGing. In particular, it was
@Campbell's explanations, over the past several years, of how Apocalypse World's "if you do it, you do it" differs from intent-and-stakes oriented, scene-based resolution of the sort found in (say) HeroWars/Quest, Burning Wheel, DitV, Maelstrom Storytelling and 4e D&D, that helped me understand how to GM Classic Traveller. Which meant that, after decades of
wanting to do this successfully I have finally been able to do so.
And to prevent any possible misunderstanding: this is no criticism of those other RPGs: the discussions of how to GM scene-based resolution in HeroWars/Quest, Burning Wheel and Maelstrom Storytelling were invaluable, for me, in developing my skill in framing and adjudicating 4e D&D skill challenges. And they also inform my GMing of Burning Wheel, Marvel Heroic/Cortex+ Heroic, Prince Valiant and Agon.
To come back to the concrete example, of the GM setting aside the regular action resolution rules and just narrating an adverse outcome for the PC: I don't see how it would make the game worse for it to have concrete advice not to do that. After all, Moldvay's Basic rulebook had this.
In a technical sense it satisfies the play loop... but it disregards most if not all of the advice, procedures and systems around adjudication, combat, how to DM, etc. If I give an example in Blades where the advice around adjudication and when/how to use systems was disregarded but I still technically followed the play loop... it would be considered an example of bad DM'ing... all you've done is reconstructed that here in an example with D&D. I don't think anyone is arguing agianst the fact that bad DM'ing will create a bad game... in any system so I have to honestly ask what was the point of this absurd example?
If everyone agrees that it is bad GMing, then to me it would make sense for the rulebooks to call it out as such. Which is to say, it would make sense for the rulebooks to say something more than simply that
the GM narrates consequences. Now as it happens I think that the 5e rulebooks do say a bit more than that: what puzzles me is that a number of 5e GMs on these boards deny that, and assert that there is no principle applicable to 5e GMing other than "GM decides".
The only one(s) who did this in the thread were those already pre-disposed to a bias against GM authority... so...SURPRISE... of course they paint it in the worst light possible.
I have no bias against GM authority. I GM games with very strong and clearly-defined GM authority: Burning Wheel, 4e D&D, Torchbearer, Prince Valiant, Agon, etc.
I don't enjoy games in which the GM has sole or close-to-sole authority over the content of the shared fiction. I don't think I'm especially unusual in that respect, as the response to the example I posted shows: no one is defending that as an instance of GM authority. That's why I don't understand why many posters nevertheless assert that there is no limit to GM authority in 5e D&D.