Okay. I think it's...extraordinarily important to call things out clearly, in spoken/written words, rather than leaving things implicit, for a variety of reasons. (This extends far, far beyond gaming. I always make sure to tell my loved ones that I love them, and to be clear and forthright with my friends, because it is so, so, so easy to think "pshaw, he knows" and only realize ten years later that you haven't said "I love you" in forever.) In relationships, just as in fantasy, words have meaning and names have power. This is one (of several) reasons why I am leery of things that start off by putting everything, or near to it, in the black box; that respond to concerns with "you just gotta trust me/them"; that presume tacit communication, rather than expecting that open communication is needed; that see trust as both inherent-and-automatic, and as a hard, utter binary where it's either flawless or completely f...ouled up and ne'er the twain shall meet.
The way I'm been doing it has been working fine for 40-odd years, so I'm confident the things that need saying are said and anything things left unsaid doesn't need saying.
- Every DM that practices this style has to "be OK with feedback"
Yes, absolutely.
- . A lot of the things I see...don't reflect being okay with feedback. They instead reflect...well, "my way or the highway". And yes, I have had someone here on ENWorld agree that that described their approach, so this isn't me inventing something out of the blue.
I think there is some nuance you've missed then.
Sometimes a decision needs to be made, and the GM is the one given the power to make it (disclaimer: under this system of play). If the GM feels the need to lay down the law, it's accepted it's for a good reason and one of the reasons it's accepted is because when it isn't necessary, the discussion is allowed to happen.
- Every DM that practices this style either needs to be really, really open and direct and forthright (to a degree I don't normally see from anybody!), or they need to be particularly accepting of unexpected breakdown of social conventions...which, well, social conventions are most apt to break down when there's disagreement!
I am very forthright in all aspects of my life, as are most of the members of our group in general.
- No player attempting to play in this style can be particularly shy. Shyness is a hard problem here, because it shuts down the communications pipeline and makes feedback extremely difficult. It also makes departing extremely difficult, since doing so is...pretty clearly a burnt bridge in most cases, and certainly most shy people would see it as such.
It's absolutely possible to be shy. It's just difficult to both be shy
and hold strong opinions about how the game should be run. But I think this goes for any situation. If you want to have a say in how things go, it always helps if you're willing to voice your opinion.
- Every player needs to give an awful lot of trust with...well, being perfectly honest, not much given in return except the pinky-swear promise of good results. Again, understand that I don't see trust as a hard binary the way you do, where it's either pretty much near-complete and entirely robust, or it's totally broken and nothing remains.
It's a game, played for fun. Good fun is all there is to be gained. Just like there is nothing really to be lost, other than some time. Anyone coming to my table with the expectation that they are being offered anything more than a fun game is going to be very disappointed.
Also, I absolutely do
not promise good results, if good means, "you will have fun". I can't guarantee that any given individual will enjoy my games. I know for a fact that some people don't enjoy at least some of my games. I'm not here to please everyone.
- I don't see many, if any, useful tools for pushing things back toward the super-high-trust end if something ever goes wrong (and, IME, something always goes wrong, that's the nature of human existence, we aren't perfect)...but a lot of ways for that trust to erode once the erosion gets started, even if the erosion started because of an accident, a mistake, etc. through no ill will or even any particularly bad act on anyone's part.
I've been at this for 40 years; well over 20 with the same core of players, and I'm not seeing any issues with erosion of trust or things going wrong. (Edit: And the tool that prevents it from eroding is, I'm pretty sure, communication.)
- A lot of stuff, like a lot of really foundational stuff, is just...never discussed. At all. Things aren't explicit. People have to figure out for themselves that they can speak up. People have to figure out for themselves whether or not this DM is amenable, whether or not that DM is consistent. That sort of thing is slow and difficult. By the time you know either way, you're already deeply invested and there's a steep social cost to cutting ties and running. (I would know...I've broken off relationships with others when I realized they weren't healthy, and man, the social cost was NOT fun. At ALL.)
I, and others, have been stressing communication (we keep saying, "talk about it"). Good, open communications are absolutely the foundation of a successful game, as far as I'm concerned. And, as I've mentioned, if you've been invited to my group, an existing member has already identified that you are a good fit.
Which...well, I mean, that's sort of the points I've been making all along, just encapsulated more neatly.
It seems pretty clear that you're not a fan of the way I run games, and might not have fun at my table. I mean, you might find that the issues you've imagined don't actually come up and that it's easy to have a great time, but if you're constantly worried about what's going on behind the scenes, it probably would be stressful and unfun for you. Certainly, if the entire playstyle is not what you're looking for in a game and you feel as if my style of play inhibits your agency, it's unlikely you'll have a good time, communication or not, because I'm simply not offering what you're looking for. And that's OK, because there are plenty of people out there who don't run games the same way I do, and I presume some of them are more to your liking.
I've said this several times and I'll say it again -- all I'm talking about is how I run games and what I have found works well for me.