Character = player. If the character is isolated then so should the player be.
I don't follow that way of reasoning. In my view, the character != player, and the player != the character. The player controls the character, but the players as a whole, are an audience, all taking part in the same group activity. While the character might be alone, exploring a crypt, the players are together, and stuffing their faces with snacks. D&D is a social activity, and at my table I embrace the social aspect of it.
Or, in the case of a quieter or more reticent player, just get told what to do.
As was already pointed out above, it seems that in fact the opposite is true. Quiet players in my experience are more likely to loosen up if they are not placed alone in the spotlight, and pushed to make a decision. In fact, I have a player in my group who is new to the game (this is his first time playing D&D), and he is generally more quiet than the rest. That said, he responds positively to the loose environment. He listens to the advice of the group, and yet is not afraid to ignore the advice of the group and still make his own decisions.
The open environment makes it easier for him to also voice his thoughts and reasoning. Rather than being forced to role play, he feels free to describe his thought process, and his character's thought process.
What that tells me is that, in effect, all the players are playing all the characters as a unit...the best analogy I can think of is a videogame-style adventuring party but instead of one player running it you have 4 or 5.
That is incorrect. I think it would be better to look at them as an audience.
What happens if someone wants to make a bad decision? Do they have to argue their way through the peanut gallery first?
Why would they need to do that? Nothing stops them from making their own decisions, even if their fellow players may advice against it. One thing that I have clearly noticed with this style of DM'ing, is that none of my players are afraid to completely ignore the advice of their fellow players when they feel like it.
I have to assume you've got a group of players who are all vaguely equal in their willingness to speak up - nobody is dominant, and nobody is unduly quiet. That's a rare group.
That is an incorrect assumption, and not the group I have. They are a mixed bag of quiet and loud.
Your way, for them; my way, for the active player
'Them', referring to ALL the players here, and not just the active player, and not just the other players.
I want to involve everyone, even the inactive players.
As it turned out the party did all sorts of things before reviving me, and I got 2.5 hours of grand entertainment watching them do it before I was - with difficulty - revived. Knowing it wasn't my place to get involved, I remained quiet - other than a few wry observational notes passed to the DM during gaps.
That doesn't sound like hours of grand entertainment to me. I personally wouldn't want to wait for 2 hours while everyone else was having fun, and not be allowed to be involved in any way.
A situation like that would never happen in any of my campaigns. I would always find a way to involve the inactive player, even if it means giving him/her temporary control of an npc.
Well, it's not a boardgame, for one thing.
Well, other than the lack of a board (which is arguable, if you are using miniatures and dungeon tiles), is it though?
and were I to find myself playing at such a table I'd be having harsh words with anyone trying to make suggestions when their character isn't in position to do so.
Why? See, the last bit of that sentence is especially telling to me. It seems like you are making a judgement call in regards to whether they can comment on the situation, depending on whether their character is present.
But the players are all present. They are all sitting around the table, and they are all listening... so why can't they all comment? Why can't they be an audience?
I've learned the hard way that this is how the game...maybe "must" is too strong a word, but certainly ought to...be played. Your way just leads to quieter players being marginalized and-or told what to do, even in situations when the spotlight should be on them alone; and also leads to characters/players knowing things they shouldn't e.g. the anagram-name example.
What if it didn't '
ought to be' played this way though? What if there were other ways to play the game, that actually made game more fun for everyone, and a bit more relaxed? Then maybe we'd get rid of the entire metagaming mentality, and no longer worry about it quite so much.