Yep, and right there is where I have to agree to disagree. I think everyone's personal preferences should be up for debate - DM or player, but I guess we just differ there.
Apparantly so. I don't think there should be a debate at all. I don't think the game is enhanced by that sort of debate, and if there is time for airing concerns between a player and a DM (either direction) then its away from the table, privately, and as non-combatitively as possible. I think there is a nice clean line during play - the DM doesn't try to run the player character's, and the PC's don't try to run the game world. When you are sitting at the table as a group is not the time to for the DM to be challenging a player, or for a player to be challenging the DM. Rarely does anything good come of it.
For me, the philosophical difference is that I don't play to experience the DM's campaign, I play to experience our campaign. For me, no matter which side of the screen I'm on, it's a give and take. That's a fundamentally different view of the game from what you describe, and I don't think dueling examples are going to change that.
Yes, I agree that there is a give and take, but I think that I see that give in take as occurring in a fundamentally different way. There is absolutely no give and take over an established campaign world. It's entirely the domain of the DM. There is absolutely no give and take over an established player character. It entirely belongs to the player. There is absolutely no give and take over whose in charge. It's the DM. Where there is a give in take is in the interesting shared space between these things. Each side is giving play to the other side, and recieving play in return. Both sides are involved in creating this shared imaginary space. As the DM, I know what the world is, but I have no idea what story is going to take place in it. As a player, I have no idea what the world is, but I've got a very large degree of control over the story that will take place in it, because fundamentally it's the player's story. A DM makes very few real choices except in the creation of the material. After that point, he takes a very passive role, which is mostly characterized by responding to player propositions. A DM's oppurtunity to be active and proactive is necessarily circumscribed and narrow, lest the story become about the DM. Occassionally as a DM you can grandly enter the stage, but its always in costume and behind a mask and your exits are usually swift. The player by constrast is the star, is always on stage, and is always making choices. The player is active. He's getting the majority of memorable lines. He's getting the majority of moments of awesomeness. The story revolves around him. The least the player can do is not fight the DM for an even bigger role, and start trying to dictate to the DM how the DM should respond to their propositions.
That shared space is what you call 'our campaign', and that's fine because there wouldn't be a campaign without players. But while the campaign may be shared, the campaign world belongs to the DM and is being shared with the players. Just as the DM is grateful to the players share themselves (via their imagined personas), so the players ought to be grateful to the DM for sharing the world. That's what I consider 'mutualism' and cooperation in play - not debating each other's aesthetic choices.
The fact that there is a give and take is why its fun to play on both sides of the screen. I've played mostly as the DM mostly because the other players wanted me to, but I enjoy both sides immensely. However, the DM is in charge. Period.