I still would like an example of how you adjust a game for the whim of each player and ignore the GMs wishes. I get that when a player says something you agree with, and that you only play with players that agree with you on everything........BUT what happens if they don't?
What do you do when you have a disagreement with someone about what should be done in the real world? For example, your friend wants to go to a certain taco restaurant for lunch, but you're feeling teriyaki today, and you can't go to both places. Perhaps, if the disagreement is simply too great, you just don't go to lunch at all, which I hope you'd agree is rather a shame. More likely, one or the other of you shrugs, saying, "Sure, we can do that this time, but next time you're taking me to X." Likewise any other aspect of doing things together with others: what games to play, what movies or shows to watch, what team name to use, what music to listen to...you find some way to build consensus.
I mean, would you say you struggle to resolve situations like disagreeing with your spouse/SO/best friend/roommate/etc. about which of two mutually-exclusive things you want to do? Do you always adamantly insist that people do what you want, and if they don't like that, well then nobody gets to do anything? I can't really believe that that is actually a problem for you, yet there's no DM of friendship who can lay down the law. So what do you do?
Player One says "GM I want no rated X stuff", and the GM agrees with this and says "As you command player one".
I mean, if you want to use mocking language, okay. That's kind of a jerk thing to do, but if that's what you feel like doing, alright. And yes, I do in fact have a player who made that request (as in, "I know I may play a flirtatious character, but please keep anything actually sexual to a minimum") because the player is ace, and thus not super comfortable with highly sexual things. I obliged because...I don't see any point in that. And any X-rated
violence was out the window to begin with 'cause I'm a squeamish babby.
But what if Player Two says "GM I don't want the game to be any kind of Sandbox", and the GM disagrees.....does the GM still do it and say "as you command player two" and adjust the whole game to not be a sandbox?
The two talk it out. If absolutely no consensus can be achieved, then that is a sign to me that those people should not be playing RPGs together. If they're going to achieve an unbreakable loggerheads
before session zero, there's no hope for them in all the vagaries and minutiae of actual play.
And I'd ask again what good would "talking" have done?
Plenty! Few people have totally simplistic on/off preferences. Instead, certain
features or
elements bother them, or cause problems, or are deleterious to their experience. Digging into what the player wants, or doesn't want, gives you the chance to find out those details. And, quite often, it turns out that the specific things that really bother them aren't actually ones
you need to get what
you want. It's almost never as black-and-white simple as "NEVER sandbox!!!" or "ALWAYS sandbox!!!" Instead, it's something like, "I find sandbox games really difficult to get into, because of <bad past experience> and feeling aimless without a defined goal."
But by digging into the details of that bad experience, you can look for ways to prevent that bad experience from happening, e.g., the infamous, albeit probably not particularly common, "TPK by randomly-rolled red dragon encounter," which can be addressed by more carefully curating the encounter tables and giving the players clear, specific feedback on the potential dangers they may be facing before they go a-splorin'. And knowing that some of your players want more of a specific throughline to follow even if they appreciate the freedom to hare off and do other things, means that you can adjust to fit that--perhaps making the campaign premise contain more of a strong central subject, or including NPCs who have specific needs/desires and some kind of power or influence over the PCs to push them toward specific goals.
You can't do either of those things
without talking to someone and finding out what it is they care about and why.
Well, I doubt any of them will flee from the hobby forever.
I'd rather not take that specific risk, myself.
Limits of what? Where do you see adding limits? I agree that if this game used ALIGNMENT more strongly then the players would have had a better chance of understanding "good" and "evil". So if they had the Limit of "tour playing good characters and can't do murderhobo acts on good people", that would have fixed everything.
See above. Things like Dungeon World's Principles. Again, to be clear, I don't believe you can just copy-paste those over and everything will work fine. Because they're different games, even if they spring from common roots. But the shape will be quite similar.