The DM lacks "absolute" control, because the players can choose to go in a different direction.
Ultimately, it really is the players who control the narrative. To a meaningful degree, the DM is answering to the authority of the players.
The players can make choices, certainly! Some of these choices are in response to prompts made by the DM or other players, sometimes they are player-generated due to their own agenda, and many times the DM makes choices prompted by the players' decisions and statements. That is the way the game works. Back and forth. BOTH parties contribute to the narrative.
The DM has final say in matters pertaining to the
game world in which the players play. The DM cannot control or dictate the actions, thoughts, etc. of the PCs -- those belong to the player. At worst, the DM can kill the PC -- but generally this should only happen due to the luck of the dice in combat, etc. The player can give control to the DM (if they can't make the game, etc.), but otherwise the DM controls the world, the players control the PCs.
The players do NOT control the game world. They influence it and act within it, but that's it. In a way, the "game world" is the DM's character.
Well I think it's very disrespectful of that GM to offer to GM a RPG, and then to sit down and try and tell us a boring story instead.
Hardly disrespectful---just not a DM that meets to your style.
It's like if someone offers you some pizza, but it turns out the pizza has toppings you don't like. Doesn't mean it is a bad pizza or the person offering it was being disrespectful.
Of course, if the DM
knows you don't like that topping, it would be a bit strange, I'll admit it. But, hey, maybe they were just being friendly and giving
you the chance to change your mind? Now, if you feel they were taunting you with a pizza they
knew you wouldn't lie, that would be disrespectful.
If the DM "traps" the players, the story ends. The DM fails. The players control the narrative.
As I said above, both parties contribute to the narrative, ideally. However, the DM does have railroading at his disposal to push the narrative in the direction needed for the adventure, the "hook" and such. Worst case scenario, if the player decides the adventure, etc. isn't to their liking, they walk away.
If enough players walk away and the DM no longer has a game, there is no narrative. If the DM walks away, same thing. Very rarely do things come to that point. Frankly, IME I don't think I have ever seen this happen.
You're just making that up.
I don't recall how many sessions in we were when the events I described occurred. It was at least the second, and could have been the third or fourth.
TBF you did give that impression. I thought it was the first session as well.
You are correct that my first mistake was playing in this GM's game. Although that's not quite true, because the other players whom I met were worth meeting, and were good players in the game I started, and one of them is still a friend over 30 years later.
While I am correct, it is not for the reason you stated, but for the reason I did. Your mistake was reading the MM and believing you knew the DM's game world better than the DM. IT WAS NOT YOUR GAME WORLD, but theirs.
Well, someone did as you said you all left and started your own game. If it was you, ok.
That campaign that I started ran for about 9 years. At one point it had around 8 or 9 players, and was one of the more popular and well-regarded games in that particular university club. Some of the people who played in that game remain among my closest friends; and my current group is a direct descendant of that group, although none of them is an original player.
Such "bragging" does not help your case. You have no idea whatever became of the other DM, do you? Maybe he had a game which ran for 15 years with up to 20 players, blah blah blah. Maybe he ended up being the most popular and successful DM ever!?!
Many of us here have had long running games with lots of players, it really means nothing in this discussion and reeks of oneupmanship.
Part of what made my game popular is that it was known to have deep and rich fiction, and to not be a railroad.
Great. Again, same point as above. Lots of us have deep and rich fiction in our game worlds, etc.
FWIW, many players are very happy with railroad-style games. They just want to get on board and ride along for the adventure.