Frankly? No! I wouldn't agree that they seem like they would accept genuine requests from their players. What I have read has given me the distinct impression that unless the players toe the line quite closely, they will be summarily shown the door.
Wow, past post 10000!
Anyone remember what the original post was about?
It was spesifecifically not about political conservatism, and here we are debating how to run an effective (benevolent?) Monarcy - one of the most conservative government forms there is.
Because I feel like that is what this entire line is boiling down to. An rpg is a social activity where conflicts arises. How to resolve those conflicts is politics - it is an activity that need to be governed somehow. It would be perfectly possible to gouvern an RPG via direct democracy. However for some reason that has not proved popular. Probably because the alternative of a monarchy has better properties for the sake of the game.
When comparing monarchy with democracy the main pros for monarchy is generally considered effectivity and unity of vision. Democratic processes tend to take time, and lead to possibly incoherent decissons as different constilations get majority on various topics. Effectivity is generally valued very highly for games in general, and for traditional rpgs consistency are generally highly valued.
The most well known drawback for monarchy is how it is relatively vulnerable to corruption. Indeed if I have understood my political philosophy history correctly a benevolent monarchy has been quite widely considered the most pleasant state a society can be in, but that it's corrupted counterpart the tyrany is among the worst.
So with this established, it seem to make very much sense to aim for a benevolent monarchy, if we can get some reassurance it will not devolve into a tyrany. And luckily for us games has some of those that is not available on a national level. For one thing everyone is very close to the monarch, and even tyrants tend to favor those close to them (making even those prone to even moderate corruption prone to be effectively a benevolent monarch in the scale we are looking at). Another important observation is that it is strongly time limited to the time we are playing, giving less room for corruption to evolve. And maybe most importantly, leaving a game is
much easier than trying to escape across closed borders - so if things turn out as a tyrany it should be easy to get out (again limiting the risk of corruption in the first place)
So, we now have both that benevolent monarchy seem to be a highly desireable government form for a game, and that as opposed to when it come to nation governing the risk associated with corruption is much less severe. From this I hope it make sense that all traditional RPGs are formulated as monarchical.
Which then allow us to start talking about how to run a benevolent monarchy? This is where it gets tricky. On one hand the monarch should listen to their "subjects". On the other hand a good monarch should be decisive. Failing on the first make the monarch unable to make good decissions, even if well intended due to not being informed. Failure on the latter mean the government form fail to provide the benefits in effectively that was supposed to be it's strength.
And I think this is where the communication breaks down. Firstly I believe several participants in this conversation talk as if monarchy is an established fact, which it might not be. Secondly
if monarchy is established then the duty to listen is really simple and obvious - hence noone talks about that. Thirdly the second duty is the one that is really hard. Hence this is the one that is emphasized in the conversation.
And why is being decisive hard? Because we have the ideals of democracy instilled us in our culture. Listening to each other, discussing alternatives and attempting to build consensus is second nature for all of us (I assume). Knowing the right time to cut trough and say "let's just do this" is tough, and society do not provide us many good examples for how to do it (though no shortage of examples how not to do it).
So here we have a bunch of people trying to figure out how to work in the role they are put in, how to be correctly decisive. Then someone that are not aware of the premise that monarchy is established come and read it. Would it be surprising if they find this seeming obsession on making decissions concerning? Indeed without the premise of monarchy, the entire idea of a single person making decissions is really bad! So of course they voice their concerns.
However for those believing the conversation is about how to be a good monarch this sound like an argument that the monarch should be less decisive - to the point where everyone actually believing that we talk about how to be a good monarch points out that the extent of indecisiveness indicated by the reply is so bad it is basically neglecting that second duty. So they double down on trying to explan the importance of decisiveness believing that monarchy is established. This of course make the others even more convinced these must be tyrants completely obsessed with power and points that out. And thus the ball is rolling.
I want to add that there is an alternative to democracy and monarchy that is quite popular in RPGs and that is "let the dice decide". Most RPGs I know of that is trying to avoid a monachic DM try to use that. However that requires a ruleset that clearly declares when it should be used and how/who to interpret the result. D&D do not have rules of this form out of the box (there are a few exceptions, mainly related to if performing certain spesific actions in combat, but no overarching DM independent resolution mechanics).
I hope this is a worthy past 10k celebration post.