I see that I differ in a fundamental social contract aspect with RC (not the first time

) and probably P&P, too.
RC said:
That is the "very basic social contract" of the game. The DM gets to play the game he wants if he can find players for it. The players get to play the game they want if they can find a DM for it. Nothing else. And certainly not "the DM must cater to the players or is, fairly by definition, a bad DM".
From what I understand about this, the "cookie metaphor" is useful. Someone says "Hey, I'm baking chocolate chip cookies, who wants some?" There are those who don't like it, who have allergic reactions, etc, but those who want some come and enjoy the cookies.
Someone says "Hey, I'm DMing a game, you want to play? Here's my rules." Those who don't like it or who can't stand it don't come and those who come enjoy the game.
But that's not the only way it works. Much more often, in my experience, it works more like ordering a pizza. Someone says "I feel like pizza, does anyone else?" Some do, some don't. With those who do, a consensus is reached about what kind of pizza. Maybe somebody REALLY LOVES anchovies, but knows no one else does, so doesn't make it an issue -- he's "okay with whatever." Maybe someone else is a vegetarian, so you'll want at least half without meat...but someone else won't give up their pepperoni, and his girlfriend is really in the mood for pineapple. You find out what people don't like, and exclude it, and eventually reach a consensus....and then one person orders it. That orderer needs to make sure people get what they want.
The group decides they want D&D and what kind of characters and game it's going to be. Then one person amongst them DMs, making sure everyone gets what they want.
In both cases, the players end up getting what they want, being "catered" to, and a DM who wouldn't cater to those players (either because he changes his rules after the fact, or because he ignores what his friends tell him they wanted) is a bad DM. In the metaphors, he says he's cooking chocolate chip cookies and surprisingly adds nuts to it, or orders what he wants on the pizza without considering what others do.
P&P said:
The process is: I tell you about the campaign I'm DMing; you decide if you want to play. If so, you create a character that fits the world. If not, no hard feelings, but there's the door.
It's taken me somewhat in excess of 25 years to build my campaign world and it occupies a shelf and a bit full of ringbinders. You can roll a character in about half an hour on a couple of bits of paper. Mohammed has to go to the mountain, because the mountain will not come to Mohammed.
There's another process that you're ignorant of: The group decides they want to play D&D, they make characters, and someone steps up to DM them. The DM's campaign need not come first and, IMXP, doesn't usually.
It takes me about 15 minutes to think of 20 good hooks for fantasy adventure and I can randomly generate everything from encounters to towns. The mountain is the group, not the DM's campaign.
P&P said:
The players tell the DM what kind of game they want; the DM gives it to them and makes sure it's suitably easy (because, heaven forbid, the poor darlings might have to think otherwise); the players play it; then everyone goes home?
Why bother with paraphernalia like dice or rulebooks? You might as well all go down the pub and have a few beers while the DM tells you what happens.
Having a few drinks and playing the game offer different experiences. If group consensus is "I just want to roll d20's and kill goblins for a few hours," making them think is not going to meet their needs.
P&P said:
They weren't to know and it wasn't their job to know. It's not the DM's job to choose monsters for you to face. It's your job, as a player, to be aware of what monsters are in the area and choose which ones you want to encounter and which you want to avoid. If the DM is choosing the monsters for you, then the DM has too much control over your game.
Wrong. They're just playing it a different way from what you're used to. A way that (gasp!) may actually be vastly more popular than the way you want to play it, and thus a way that D&D is going to cater to.
P&P said:
I acknowledge there are players who don't like that. They want to measure their characters, not their own abilities, so they're matching numbers on their character sheet against the numbers on the DM's scenario booklet. Objectively I know this for a fact; but I have no clue what's supposed to be fun about it.
Fair enough. But if sales are the only barometer of what people like, they like (at least partially) D&D telling a story better than a D&D as pure dungeon scenario. And it's not that unexpected -- D&D draws from *stories* for it's genre, from movies and books.
Which brings me to the debatable point that D&D's changes since earlier editions have made it a *better* game, objectively, because it meets the demands of most of the market it tries to capture.