I've only run into this issue when it comes to rules interpretations or expectations regarding whether a game is more thespian or crunchy tactical in style. The examples you give are so far outside of my experience IRL or online that I feel you must have stumbled into a strange pocket culture of players.
That even have die hard supporters right here on the boards too. Amazing how big the 'pockets' are....
I see this whole discussion of players wanting their actions to matter to be the wrong thing to focus on. I would advise the OP to instead focus on finding players interested in playing in the type of game he wants to run.
Seems like these players would like to play a very different game than D&D. They'd probably be happier with a more narrative, collaborative story-telling indie game. I bet these annoying D&D players would be fun InSPECTRE players.
For an even more fun oddity.....these are the Forever D&D type players. Even suggest another game, and they say "no".
I see this whole discussion of players wanting their actions to matter to be the wrong thing to focus on. I would advise the OP to instead focus on finding players interested in playing in the type of game he wants to run.
That is the whole point. I game with good players and make myself good players from scratch. Though this still leaves all the 'other' players out there: and half of them can be saved.
The hard way of saving gamers takes a lot of time and effort, I was just looking for some ways to help.
Does not come remotely close to equating to altering game reality on a whim. And it's the expected course for the DM to take. If the DM inappropriately shuts down something that should work, that's not a DM worth playing with. It's okay for something to work better than the DM expected and should be embraced by the DM, not shut down.
The problem is:
The DM: understands (the fictional) reality and common sense. And that some things might work or fail sometimes. And even if you do everything "right", you still might fail.
The Players: Everything I do must succeed every time for me to have "fun".
So see if you don't have the players doing the "must succeed", then there would never be a problem. When...a lot of the time....when the characters can't or fail to do something.....the players would just accept it.
Well, duh. Of course it should have the impact that it should. Again, a DM who is negating the impact of something inappropriately isn't worth playing with. And this is also not even close to equating to the player altering game reality on a whim.
See above.
This should be allowed unless the players agreed prior to the first session not to walk away from hooks. The DM should throw out plot hooks and if the players bite, they bite. If not, not. Also, players who come up with their own hooks should be embraced as well. If I don't want to chase down your murder clown and instead want to go north to become chief of the Icepoohbear Barbarians, that's still a hook you can run with.
As always, the vague stuff sounds fine.
Though this is another alter game reality thing. If the DM drops a 'hook' or any 'game event' or 'encounter' and the players just ignore it: it does not alter the game reality.
Like say there is a lich hunting and absorbing necromatic magic items. The players just shrug and ignore this saying "we are not goona take your hook DM". In a good game, this just leaves the lich 'out there' to be encountered at a later time. What does NOT happen is the DM is forced to alter game reality and say "oh, ok, you guys don't like that hook...so, um, the lich just fades away and never existed".
They want you to not shut it down or reduce the impact, which is by default, reasonable and NOT altering game reality in their favor on a whim.
They don't see to act this way rhough?
This is just flat out wrong. I'm pretty sure that just about every player would expect the vault to be locked. Not only locked, but have other defenses as well. If you don't have pre-set defenses(and that means you don't get to just invent counters to what they do as they do it) that can stop them, they should succeed and it's your fault if you put in a billion coins that are that easily obtainable.
This seems odd.
So if the players just pick a random place to loot. And it's a place the DM has not pre-set anything....then the characters get to auto loot the place? THIS seems to be a common thought among players. There must be a ton of DMs that do this.
And guess this little home brew side game makes sense in a all pre-set game. Where the players can go "haha we picked something to do that you did not prepare in pre-set DM and that means we get to auto succeed and get all the loot!"
Of course, it falls apart and makes no sense in any game that uses Improv. As the DM will always be making stuff up right in front of the players.
You keep using "whim" and "altering game reality" which none of the things you mention actually do. The Wish spell alters the game reality. My rogue climbing into the lord's house and stealing his wife's jeweled oil lamp to sell when you didn't expect it, isn't altering the game reality. It's engaging the game reality as it was set up. Even if you didn't expect that sort of engagement.
I guess I should be more clear on when the players want game reality to be altered on a whim, they want/demand their Buddy DM do so for them. And Buddy DMs can't wait to do whatever the players tell them to do.
The DM makes two Elite Royal Tower Guards who are 100% loyal to the royal family. When the characters wander over the players say "We wait for the guards to fall asleep and make a sneak check to get in". The players WANT the DM to change the guards into Dumb Sleepy Fool Guards.
Also, something you don't seem to be understanding with your post. Mattering does not equate to succeeding. The player can fail, and if he fails fairly and not because the DM is arbitrarily shutting the player down and/or inappropriately rendering the actions less effective, then that's fine.
Except it's not fine with most players. Bad players only sometimes even accept rolls.
Player: I Persuade the guard to let me loot the vault and get a total of 18.
DM: The guard is not persuaded
Player: What? But I got an 18!
And few players ever accept role playing:
Player: My character asked how much gold it would take to bribe the guard to kill the king
DM: The guard answers "no price, I will not betray my king"
Player- "Waa, no, Everyone has a price! "
DM- "Nope, not everyone. Good people do exist in the world".
I see this whole discussion of players wanting their actions to matter to be the wrong thing to focus on. I would advise the OP to instead focus on finding players interested in playing in the type of game he wants to run.