PsyzhranV2
Hero
Why is democratizing fictional authority a bad thing? Why does giving narrative control to the players make a game "not a role-playing game"? Fiasco and Dream Askew lack GMs entirely, instead being a collaborative effort; are they not "role-playing games"? Band of Blades has a GM, but puts the troupe management mechanics and parts of the history of the world and the legion in the players' hands, does that tip it over the line? Seems like an overly restrictive definition.People have been trying to break down the GM role for years to little impact on the hobby as a whole and little benefit that I can see to gaming.
3 of those four issues pretty much have to go together, or it's not a role-playing game in the traditional meaning of the word, but something else (which I can say sounds completely unintereesting).
OOC issues do not have to be handled by the GM and are often not in established groups, and as a GM I actively try to resist being put in a position of responsibility for them (I get enough of that in my day job). Nevertheless, a person who puts themself in a position of leadership (which is what you are doing when you pitch a game and get a group of players together and organize) will be looked upon to lead.
A consequence of D&D's game culture, hence why I think the push towards vesting certain parts of the narrative in player hands is ultimately a good thing. At the very least, it makes them more responsible.Maybe most players can't/won't DM. It's often why they want to play.
Going back to the general point of the thread, here's a thought: players are so protective about their characters and often track towards making them "special" even at the GM's resistance because it's the only level of narrative control they have in these types of games. Doesn't help that modern 5e play culture is effectively a machine for generating OCs. If you include ways for players to interact with and manipulate the world outside the sole diegetic lense of their PCs, maybe they won't be so difficult about them.