Emerikol
Legend
The assigned role of the DM though is to run a campaign fairly and to have fun. He has no "in world" objectives. It is why he determines what magic items get into the game. The players have characters in the world and they have an agenda. Now, I fully expect them to be honest and fair but they have temptations not to be. As a DM, I've seen it happen.The way GM power has been described by fans of the "traditional GM" has almost exclusively looked authoritarian. The demand for absolute power. The insistence that there will always be serious issues. The inherent stance of suspicion about player motives. The consistent rejection of even a little bit of concern, let alone suspicion, regarding GM motives. The claim that collaboration is the enemy--the GM must exercise their authority totally individually. And the frequent emphasis on the use of punishment as the means by which the GM not only can but must control player behavior.
Now, I've also seen bad DMs and to be honest, I've never felt they were containable by the players threatening and browbeating them. Any DM this would work on is likely a very poor DM anyway. But sure the players can decide if they feel the DM is unfair to fire him as DM for their group.
My experience with power outside the world is very limited. If we are playing at my house then I have homeowner power but that is not DM power. I do expect some level of civility at the table but that goes both ways. I've heard a player shush everyone because they've been trying to get a word in edgewise for too long. That is the social construct. The dominant personalities of this slice of humanity will be what they are but it's not because they are the DM.