There is in charge of the game, then there is treating the game likes its only there for your enjoyment, regardless of what pleasure the other players of the game (of which you are one) might derive from it. Your posts are indicating you are in the latter camp. What you want matters, and what others want doesn't. You dress that up as 'I am the DM, so that's okay'. Others here are telling you that it really isn't okay.
I think we are talking about different things.
What you are calling the players 'running wild' is them wanting to derive a little pleasure and have some agency in the game they have agreed to participate in. You overriding everything the players do so that you can advance the story you have crafted is you 'running wild', to use your terminology.
Right, DM has to walk a line....but players can do what they want.
f this is an accurate description of your game, it needs fixing. You are basically saying that no one has a clue or likely ever will get one, all players just stumble around in the dark.
No wonder they think that their actions do not matter
Only the Casual and Bad players.
Average and Good players read the game handouts, for example.
IMO if going off on that tangent is what the characters would do then by definition it cannot be wrong.
Guess I'm not a "the players are always right" kind of DM.
Because part of the DM's job is to hit the curveballs the players throw.
Odd that is not true for the players, right?
As DM I'm duty bound to follow where the characters lead - in this case it was into a boardroom - as it's just another curveball I have to hit. I didn't expect it to go on nearly as long as it did, though.
Well, that sure is not my "duty".
Though I would STILL ask the reverse: WHY is it not the players DUTY to follow the DMs lead?
@bloodtide I'm just going to say that as a DM I would be
delighted if the characters in my campaign bought an inn, adopted a baby, wanted to rob a bank... Because it would mean that they were engaged in the campaign world.
I'd be delighted if the players engaged in the game. For a player of a Draconioan Warlock character to say "Yuck yuck, my character wants to be an inn keeper. What is the DC to make a bed. Hehe. Do I need to make a check to put the mint on the pillow?"
But again, if the players would say "we want to stop playing D&D and play Inns and Outs, The Hospitality RPG" I'd be all for it.
And now we have some great new adventures to play.
That is a great story.
Though again I'd ask why it's only one way?
On the slightest whim of the players the DM must bow down and say to the players "yes, players whatever you want". But if the DM even suggests something and the players will refuse to do it and whine about "how there actions must matter".