You were upset when certain thing happen where things happened you did not expect.
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You are telling every DM that sometimes do not allow a plan of the PCs to succeed that they are playing the game wrong and they are terrible DMs.
If that is really what you think happened, and what you think I said, then I encourage you to re-read my first post about this, and the ensuing discussion over many pages.
The point of my post was not to put forward a theory of terrible GMing. I
took it for granted that anyone reading the post would be able to recognise terrible, time-wasting, railroading GMing. My point was that - taking the previous sentence as an obvious premise - that the GM had failed to make something true in the shared fiction (as
@clearstream has most recently reiterated not very far upthread). And hence that it is not true that the GM has absolute or unlimited power over the content of the shared fiction.
What has baffled me is that, when the only person who participated in a particular episode of play posts it as an example of terrible railroading
so as to make a point that takes that as a given, so many people need to defend the terrible GMing! As if it some threat to their own sense of the quality of the games they run, that someone they've never met is comfortable describing another person they've never met as having done a terrible job as GM.
I also said that if this happens on a regular basis, it's and issue and you should discuss it with your DM. I never once asserted that you cannot leave a game you are not enjoying. Did the DM have situations where the PC plans did not work on a regular basis? Were there other instances where they decided, for whatever reason, an NPC would never cooperate? Then yes it could be a bad DM. You have never given any other examples on the part of this particular DM. It was a one time scenario, you were upset, so you convinced all the other players to quit the game.
And now you make stuff up - you have no evidence that I convinced anyone of anything. I mean, here's what I posted:
we (the players) all agreed that we would pull out of the game and start a new game ourselves.
Perhaps you also need to re-read that carefully.
As far as your stuff about "regular basis" and all that, where do these norms of player forbearance come from? You're just making them up. Why are players of RPGs obliged to put up with nonsense, when - especially these days, with so many tightly designed RPGs around - it's straightforward to have nonsense-free RPGing?
You described situations where, as a player, you wanted more control over the outcome than is generally allowed by the DM
No. I described a situation where, in a scenario involving bog-standard AD&D Kobolds, whom everyone at the table knew to be bog-standard AD&D Kobolds, we - the players - came up with a plan to capture and interrogate one. With the GM knowing that was our plan. And then, we we succeeded in the actions that - by the rules of AD&D - are required to carry out such a plan (namely, capturing the Kobold and then questioning it a language - Kobold - that both it and the questioner speak) the GM simply changed the fiction, departing from the AD&D framework to render the Kobold incapable of answering questions. And for the obvious reason that our actions were departing from the GM's intended railroad, whatever that was.
You and others, who were not there, can make up whatever imaginary stuff you like - the GM was using house-ruled Kobolds, the GM had determined all the Kobolds ahead of time and we just happened to have the misfortune to capture the cognitively impaired one, the GM had one of a million other confected justifications. But unlike you and those other posters, I was actually there. As were the other players. We knew what was going on. The GM was making up stuff to railroad the game. But the attempt failed, because the game collapsed.
Which is - as was my original point in posting the example - sufficient to show that the GM did not have the power to make the shared fiction be whatever he wanted it to be.