Bae'zel
Hero
I dunno, I think you’re implying that I’m doing my players a disservice by being flexible with the rules and not being firm enough about explaining the actual boundaries of the rules.This is a different issue, but also one encouraged by the lack of a firm goal of play; players should ideally know (or at least want to know) the rules of the game they're playing. My preferred approach goes a step further and maintains should not only know, but attempt to use, the rules of the game to their advantage.
If the rules are subject to change or worse, in the moment design, you can't really expect anyone to spend time learning them. If that's an option, then the game will naturally tend towards an at the table negotiation on an action by action basis, and you'll be training players that's the default mode of interaction.
That isn’t necessarily the case here: I always explain the rules clearly and succinctly, but work with them to find a compromise to meet their objective, or at least propose steps to reach them. If that means that I’m giving the players an expectation that their next DM should be the same way, I won’t lose sleep over that.
Edit: I could be misinterpreting your words, but just in case: yes, I am capable of saying “no” to my players. Obviously. I teach people how to play, and I’m OK if they don’t like my GM play style, which is lethal (I always roll out in the open, and roll critical hits super frequently for some reason), but fair and always as a fan of the PCs, eager to see how they solve problems and succeed.
So far, in 25 years, no complaints yet. But to each their own.