Fair enough. Your posting history indicates to me that you are very concerned about GM authority being abused, to a degree that the role feels to me vilified in your comments, or at best a necessary evil.
No, I don't think that. I just really, really don't like a lot of the messaging that surrounds the "traditional GM" position. It takes great pains at every turn to emphasize just how absolute, just how unquestionable, just how hegemonic and
complete the power of the GM is. At seemingly every turn, from where I sit, it seems presumed that player behavior is or will be bad unless harsh punishment is levied at the slightest missteps. At seemingly every turn, from where I sit, it seems presumed that players are actively hostile and need to be shut down, need to be put in their place, need to be reminded that they agreed to surrender all control to the GM, unless they drop the nuclear option. (And that option is always presented as being something trivially easy to do, easier than breathing, effortless and consequence-free, when I have
personal experience that no, often it is not any of those things, and doing so can in fact harm your relationships with others and lead to ongoing hurt feelings.)
I think that GMs need to earn trust--something I was repeatedly told in this thread is untrue, which thus means that GMs simply
deserve trust, indefinitely and without exception, unless they do something so horrifically egregious that you can just write them off as The Worst Person Ever. I think that GMs need to do work to maintain trust--again, something I was told isn't true, and yet in my experience that is true of genuinely 100% of all human relationships.
I don't think GMs are a necessary evil. I do, however, think that GMs loudly and frequently reminding others of how absolute their power is, have I mentioned how absolute my power is today, did you remember that everything you do is subject to my veto, hope you remembered that for any reason or no reason at all* I could decide everything you do simply fails (etc., etc.) is...well, it comes across really, really,
really badly! Doubly so given several of the responses I've gotten over time to both real and hypothetical examples. The "you just HAVE to trust me" answer is just...it isn't adequate if I'm concerned about something, and giving that answer and nothing else
worsens my concerns, not helping them, because it communicates that my concerns don't really matter to the GM. I don't think it's unreasonable to say that brushing off what seem like valid concerns with a blithe response, a pretty overtly
stonewalling response, would worsen those concerns, particularly when the GM in question is actively proclaiming the absoluteness of their power. Likewise, dismissing any discussion whatsoever about the ways GMs should build and maintain trust with either "they don't need to do either of those things, you owe them your trust inherently" or "well if you can't trust people you have bigger problems", as though it's somehow a character flaw in me to ever, for any reason, feel even the slightest concern about anything any GM ever does.
*Yes, I have been
specifically told, in no uncertain terms, that the GM does not need a reason. They can just do something because they feel like it.
Since making a world for the players to explore through their characters, whose players trust me to provide a fun experience (and who know I listen to their concerns when they have them), this attitude is troubling for me, especially as your candor can IMO sound rather charged (not that mine never does, of course).
I do try to speak candidly, yes, so I'm glad that that at least has come across.
But, if I may? This comes across to me as presuming in the opposite direction from what you had asked me earlier. It presumes that every GM only ever has that goal, never does anything that would ever be counter to that goal, and never has other, incidental acts that would be anything else. Many, many of the things said in this thread
did not come across as a GM who would "listen to [player] concerns when they have them", and that very thing is troubling to me.
Hence the assumption on my part. Since you are saying I have misrepresented you in this, I apologize. Do you not then feel that GMs need to be strictly controlled to prevent abuse in a way that players don't or can't?
No.
But I do think it is good, and useful, for there to be
some rules that GMs should abide by, just as I think it is good, and useful, for there to be rules that players must abide by.
I think it's good to have some rules--again, I emphasize
some rules, as in, not a lot, but not none either--because I truly believe there are some things GMs simply shouldn't do, even if they think it would be wise to do it. Now, I recognize that the set of things
I think GMs simply shouldn't do won't be the same as a given other person's set. But--to use an example from upthread--I do think GMs should honor rolls that players make, even if they don't like the results of those rolls. Now, there are ways to address this that avoid not honoring rolls made, but those follow their own rules (e.g., as I've said in other threads, the players need to have
at least in principle a reasonably good chance to learn how/why something like that has happened). Having
some clear, known rules the GM needs to follow isn't just (or even really at all?) about shielding against some horrible malicious butthole, but about having both carrots and sticks that encourage GMs to move in the direction of better GMing and away from worse GMing--good, well-made rules
help poor GMs become better GMs.
Further, though, beyond being simply a thing that I think is good game design, I think it is in fact actually
useful as a design element to have rules that the GM genuinely has to abide by and cannot flaunt whenever and however they like. Specifically, that's what consistency is, in mechanical terms. Rules that don't suddenly change, that don't get spontaneous exceptions whenever a particular participant feels like it. Making meaningful choices in a gameplay environment depends on having a genuine (even if imperfect) understanding of the value of what might happen based on one's choices. Rules that can be broken for whatever reason (or, as noted, no reason at all) severely harm the ability to make meaningful choices. As a player, having some things you can reliably know work in ways X/Y/Z is almost incalculably helpful for making decisions--both because it helps you make good ones, and because it helps you learn from decisions good and bad. When the invisible undercarriage of the gaming experience is constantly at risk of being reconstructed without the player knowing, or even having the
potential to know, they can't really learn from the choices they make, good or bad.
Furthermore: the way I see it, players are
already hemmed in by an enormous set of rules. Like...almost all of them? And it's very literally one of the GM's jobs to make sure that the players are following those rules, pointing out mistakes, and (for actually
bad players) calling out misbehavior. So, your framing, which presents players as functionally completely unlimited and unbound, while presenting the GM as though they're not even able to twitch a muscle without drawing the wrath of heaven, is simply incorrect. The players are
already heavily bound. I'm just asking for a few, relatively basic, limits or restrictions that support the best GMing and push away from poor GMing. That then gets blown way out of proportion into "OH SO YOU WANT EVERY GM JAILED FOREVER?!?!?!" or whatever other infuriating nonsense.