I'd imagine you would respect that people play the game differently to group A, group B or group C.
What you're describing may be an episode of someone else's RPG play but not necessarily your preferred style.
People play in different ways - I'm well aware of that. But a GM on their own imagining things happening
isn't playing a RPG at all.
In some cases they may be preparing to run a RPG. I've been doing that a bit over the past few weeks, converting/adapting the old White Dwarf scenario
Halls of Tizun Thane for Torchbearer play. But making notes, writing up TB2e versions of creatures like the Shadow Dancers and Nandie Bear, etc is not playing a RPG. It's not creating a shared fiction.
In the anecdote that I told, the GM's insistence on "absolute power" failed. Given that nearly 35 years have passed I'm not able to give a verbatim account of the conversation, but I can set it out in broad structural terms: the GM presented the Kobold as cognitively incapable of answering the simplest questions; we as players expressed our disbelief in that fictional state of affairs, which is to say that
we did not accept what the GM was presenting as a candidate for the shared fiction; and no reconciliation was reached. Rather, the game ended.
This is a simple illustration of my point that the GM does not have the capacity to compel others to imagine whatever the GM dictates. Constraints arise in all sorts of ways: from the rules; in a game like AD&D where the rules are stated only semi-completely, from the explicit and implicit frameworks that surround the rules; from expectations generated about the fiction that arise from the fiction so far; etc.
Vincent Baker
once gave this imagined example:
Roleplaying is negotiated imagination. In order for any thing to be true in game, all the participants in the game . . . have to understand and assent to it. When you're roleplaying, what you're doing is a) suggesting things that might be true in the game and then b) negotiating with the other participants to determine whether they're actually true or not.
So you're sitting at the table and one player says, "[let's imagine that] an orc jumps out of the underbrush!"
What has to happen before the group agrees that, indeed, an orc jumps out of the underbrush?
1. Sometimes, not much at all. The right participant said it, at an appropriate moment, and everybody else just incorporates it smoothly into their imaginary picture of the situation. "An orc! Yikes! Battlestations!" This is how it usually is for participants with high ownership of whatever they're talking about: GMs describing the weather or the noncombat actions of NPCs, players saying what their characters are wearing or thinking. . . .
2. Sometimes, a little bit more. "Really? An orc?" "Yeppers." "Huh, an orc. Well, okay." Sometimes the suggesting participant has to defend the suggestion: "Really, an orc this far into Elfland?" "Yeah, cuz this thing about her tribe..." "Okay, I guess that makes sense."
When you read that, don't get hung up on the word "negotiated/negotiating" - he's describing the structure of the process, not the minutiae of activities that actually take place. As the first example shows, sometimes no
literal negotiation is required because "the right participant said it, at an appropriate moment" and so "everybody else just incorporates it smoothly into their imaginary picture of the situation".
But look at the second example - "Really, an orc this far into Elfland?" And now replace it with "Really, a Kobold that can't answer even simple questions about who it is, where it came from, what it is planning to do, where its friends/allies/family are positioned, etc?" And now imagine that the participant
fails to defend the suggestion to the satisfaction of the others. That is what happened back in 1990 at the university RPG club.
The fact that the participant who was putting forward this idea about the Kobold
was the GM didn't magically immunise their suggestion from scrutiny. It didn't follow from the fiction. We had a character (probably a Gnome?) who spoke the Kobold language, and as we were making our plan to capture and interrogate the GM didn't correct our beliefs (which were clearly our PCs' beliefs) that Kobolds might usefully be captured and interrogated. It didn't follow from the rules. AD&D has Kobolds being as intelligent as humans.
I feel we may also have to account for the experience of the DM, because if it was as bad as you say (and this format can make things appear far worse than they actually were), I'd be inclined to think that DM did not have much experience and likely did not have the answers to your questions and thus communicated that using the fiction, which is bad play by a DM but not uncommon for someone inexperienced.
Well the GM, in pitching his game, purported to be experienced and high quality. I have no idea about the claimed experience, but have expressed my view about the claimed quality.
But in any event, this discussion of
why he may have said what he did is tangential, isn't it? The claim being made is that the GM has absolute authority to establish the shared fiction. And I've provided a counter-example. Thus the claim is refuted.
Now, if the claim is instead that
there are some players who will sit through whatever a GM says, whatever that is - well maybe that's true. But that's a claim about some players, not a general claim about the way D&D (or other RPG) play works.
The GM dictated the fiction, the players didn't like it and left. Just like everyone has said it could go.
The GM
proposed some fiction. It didn't become part of the shared fiction, though.
things happening in the game like your hit points going down and the monsters not going down are not your decision.
In my experience,
hit points going down are decided by the wargame-y process set out in the rulebook.
In my games, the DM establishes ALL the fiction. It may be in reaction to a player action but it is established by the DM.
I'm not sure whether you mean this literally or not - as in, if a player says "I raise my hat in greeting <to such and such NPC>" are you saying that that
does not become part of the shared fiction until the GM reiterates/affirms it?
That is not the typical way of playing D&D. I learned to play D&D from Moldvay Basic, and the examples of play in that book show
the players contributing to the shared fiction, and not being subject to any GM veto - eg they describe their PCs opening doors, greeting Hobgoblins ("It's okay, Gary sent us"), etc.
But anyway, I am familiar with the general approach to RPGing that you describe, even though - taken literally - I think you are espousing an atypical variant in which the players can make
no contributions. I describe it as "the GM making all the decisions about what happens next, using the players' action declarations for their PCs as prompts for that decision-making."