I DM a lot for randoms. I say in the session 0 that the first 15 minutes is for banter and the last 15 minutes is for meta discussions. I also say that you can walk in at any point during the first 15 minutes, but must stay for the final 15 minutes. So the meta discussions are mandatory. I even prompt each player for their thoughts during this time. As such, I see many issues resolved after the game during this 15 minutes.
Maybe the timing isn't the issue. Maybe it's a lack of commitment to actually having the conversation that's the issue. If we don't set that time aside, its easy to just not do as we say. Just a thought.
Sure, I think that's a perfectly reasonable reason, and almost surely what actually causes it. I am not in any way saying that the failure to address things between sessions is an intentional thing (for any but the, as I have said before,
quite rare truly ill-intentioned DM), I'm just saying it is a very common thing. People forget. Doesn't mean they're "jerks" as the thread likes to say, just means they're human. And this runs the other way too; forcing
functionally all serious discussions to only occur outside of session can mean that real problems get overlooked because people are forgetful.
And I'm sure someone will come along with the crappy non-argument "well if you forgot then it couldn't have actually mattered to you", which...no, sorry, that just doesn't follow, not in the slightest. I'm an extremely forgetful person IRL, and so are many others I have known over the years, but forgetting to raise an issue after something problematic happened doesn't mean it suddenly doesn't matter at all. Instead, that's a
great way for a simmering issue to
faster, to grow from a minor issue that could have been solved with a conversation and an adjustment of behavior on one or both sides, to a huge campaign-ruining problem because of a slow buildup of annoyance, frustration, or resentment, leaving
both sides feeling used and angry. ("You did X so many times and it made me so angry!" "Okay but you never SAID anything!" "Because you never LET me say anything when it was happening!" Etc., etc.)
Hence why I get more than a little leery when folks talk about never sweating the small stuff and keeping functionally all conversations totally excluded from session time. Yes, session time is very valuable and should not be wasted on tiny mostly irrelevant crap, like whether it's your one free "interaction with an object" to do a certain thing or whatever. But there are a lot of issues that are much more than ultra-trivial, but far less than the (IMO patently ridiculous) standard of "never,
ever stop play
at all for any reason short of
instantaneous character death". This inviolable stance, especially when added to the other things I see, very much speaks to an attitude of hostility toward even the possibility of a player speaking up, a "chilling" of the discourse to use the common term nowadays, a "your complaints aren't welcome, either accept what I do or begone from my sight because
you are the only possible disruptive element here" stance.
As noted, I have other issues with this consistent framing. E.g. it pretends that the only possible issue is one and only one player being a petulant jerk—again, player as villain, DM as beleaguered victim—as is always the case whenever this topic comes up. It's never two players out of five, or three players out of six, or whatever. Further, DMs are assumed to come in two and only two types: saints and jerks. You are warned to never play with jerks (even though as Hussar has noted it seems quite difficult to distinguish jerk behavior from things working correctly and earnestly), and since no allowance is ever made for a spectrum of DM behavior (e.g. merely mediocre, fair but not great, flawed but not truly
bad, inexperienced, etc.) nor for variability in a single DM (e.g. a DM who is wonderful in 90% of situations and a real pain in the remaining 10%, or pretty good 75% of the time and mildly annoying 25%, etc.) Players are
only ever described in proud-nail terms,
consistently never presented as having any legitimate complaints unless they bow and scrape, etc.
Again, all of it seems to boil down to a presumption that DMs do no wrong unless they're outright
villainous people, but players who speak up are presumed to be hostile, disruptive elements unless they meet extremely exacting standards and sign their forms in triplicate. A player doing a single, merely
mildly disruptive thing is enough for any DM to summarily kick them out, while a DM must have committed a consistent pattern of egregious abuse before player action is even remotely warranted.