Hussar
Legend
See, but, I keep trying to tie this back to the idea of "just trust the DM" and "bad DM's are easy to spot". The problem with that all revolves around the point that in trad games, the DM decision making process is largely a black box. It's really, really hard to know and asking doesn't really help very much because very often you will get the same answer from both good and bad DM's, just for different reasons.
I am absolutely sure that the DM in my example saw nothing wrong with what she did. And, considering the groups that she had afterwards seemed pretty happy, there is no reason to think that she would have seen any problem. I'm sure that she just shrugged, said good riddance to bad players and kept right on doing exactly what she was doing.
Which, frankly, seems to be the core of most of the advice here. Don't like what the DM is doing? Walk. The advice never seems to be, "If your players are unhappy, it's quite possibly because you, the DM, are doing something wrong." And any attempt to bring transparency to the process is met with a great deal of resistance. "Oh, I can't tell you that, it will ruin the surprise of the campaign". As if "the surprise of the campaign" was more important than having happy players.
I am absolutely sure that the DM in my example saw nothing wrong with what she did. And, considering the groups that she had afterwards seemed pretty happy, there is no reason to think that she would have seen any problem. I'm sure that she just shrugged, said good riddance to bad players and kept right on doing exactly what she was doing.
Which, frankly, seems to be the core of most of the advice here. Don't like what the DM is doing? Walk. The advice never seems to be, "If your players are unhappy, it's quite possibly because you, the DM, are doing something wrong." And any attempt to bring transparency to the process is met with a great deal of resistance. "Oh, I can't tell you that, it will ruin the surprise of the campaign". As if "the surprise of the campaign" was more important than having happy players.