That reads mostly as adversarial DMing.
Far from it. There are consequences to choosing your patron. RP is a big part of our game and backgrounds are played. I like the players to think about the consequences of their actions and their decisions. If they follow an ethos, then the ethos is supposed to be a big thing for the character. A warpriest will not have the same RP as a priest of life. A warlock of the fey will not act in the same way as a warlock of the fiend. It might be obvious when said this way, but at a lot of table it is not. In many tables I have seen, Joe the fighter acts the same way as Joe the paladin or Joe the ranger. This is not my/our kind of game.
I have two groups and if I wanted to, I could have more. But family and work takes a lot of time. I am no longer the young adult that had four or five groups full time. My games are very democratic and every single modification to a rule (of which there are very few) are voted upon by all players (both groups vote). What you see externally as adversarial DMing is in fact a common decision by 13 peoples (groups are 6 players strong) that decided to have a common view of the game. We are very RAW oriented and the modifications to the base games are all from the options in the DMG (save 2 minor modifications).
I have yet to find a ruling to which all my players did not agree in principle (though sometimes, it is agreed upon reluctantly as a child knows he did something wrong but will not admit it). And if I make a mistake (which I do make, that is why I love this forum. It offers a lot of views and clarifications that I really like) I am quick to accept and amend myself.
I am playing/DMing with these principles.
1) Everyone must shine.
2) Background and personal history matter. If not why make them?
3) All rolls are on the open. Mine and the players'.
4) RP is important. Alignment is important. Ethos is important.
5) Everyone must have fun. Bad things can happen. But in the end, we want to have fun. (and not just the girls!)
6) Respect at the table is of utmost importance.
7) The DM can be wrong. So can the players. That is why #6 is there. So let's talk about it instead.
8) No drugs and only a moderate amount of beers will be tolerated. A game is not a place to get high or drunk.
and finally,
9) All modifications to the game must be approved by the majority of all players. Both groups.