Yes, I think it would be wrong to require some of these things of players, as outlined below. Others I think are just good manners and/or good gaming practices.
Emirikol said:
Here's how I'd balance it out (let me know if I'm off-base).
* I spend 2-5 hours prepping for each game session every other week.
** Players spend 20 minutes driving to my house and spend 10 minutes levelling their characters after a game.
***Players should be setting up the room and cleaning up afterwards.
***Players should be buying all the food and beer for the DM each session
In my game, if the players I DM for don't help clean up the room afterwards, they're getting a little talking-to. If that doesn't fix it, they can go play somewhere else. This is spelled out for everyone when they join the gaming group. If I'm the player, you better believe I stay after and help clean up. If the host/DM looks like he/she could use an extra set of hands for setup, then I ask if it's okay if I show up about 15 minutes early -- and lend a hand if it's alright. Anything less is just rude. If I'm a player joining a group that doesn't do these things, I try to start a trend.
I, personally, won't go for buying the DM all the food and beer each session *UNLESS* the DM is a close personal friend (as in, adopted member of the family and has a standing invitation to eat with my family). I think I'd be uncomfortable with a frequent, regular attendance fee for a gaming group. Joining a gaming club and shelling out $10 a quarter - no problem. Bringing pretzels or chips & dip to share - no problem. Full meal plus beer for one person - problem. That's just me, tho. If it works for you, I certainly don't object. I deal with enough contractual obligations as it is - if my hobby starts doing that, I had better get some real value for my money. Is the DM who charges this fee giving me equivalent value for my time and money? That's a risky situation, to me.
* I have to purchase Dungeon magazine, DMG, Sandstorm, Frostburn, Monster Manuals (because I have a job and a life and no longer have time to create my own adventures).
** My players have to purchase a PHB and print out a character sheet.
*** Players should donate $10.00 each per year for dungeon subscription and any books I want to buy for the game.
Sure, so long as I have access to those subscriptions and books for the entire year, whenever I want them. If it becomes a contractual agreement, such as with a gaming club, then I expect to benefit from the cash outlay.
Charging money to play means that the situation can get *really* messed up when a disagreement arises. It turns a friendly get-together into a business transaction involving friendships and emotions -- a notoriously dangerous mix. I don't dispute that it works well for some groups. I'd be very leery of involving myself in this sort of thing unless it's with a well-run club or organization.
* I have to create and modify adventures
** Players get to show up
*** Players should give the DM names of a few NPC's relevant to their characters past (with 3 sentences of backstory) of which the DM can pick and choose the ones he wants to include.
I've done this in exchange for giving extra XP when I DM. I've also asked the DM if I can do it in exchange for bonus XP. I had one player who racked up enough XP to level because she created so many NPCs and their backstories - and I do mean *backstories*, to the tune of 6-7 pages each, all integrated with the homebrew campaign setting. Finally had to stop it because my notebook was getting full. I don't make it a requirement, though. It's a sure sign that a player is involved and trying when they do this.
* I have to know all the rules
** The players get to argue the rules, because they "almost died."
*** Differen't players should be designated to know particular rules (especially grapple, overrun, disarm, etc.)
*** All players should know how to quickly lookup rules for the DM if there is a dispute
The last two items I do. I've never really had to "order it be done," because I end up asking an otherwise unoccupied player with rules lookup duties while I resolve the current initiative iteration. Players have no choice but to become familiar with certain rules in my games
. I haven't had a player say, "No, I won't do it!" yet. But if I do, I'm prepared to deal with it.
One of the best things I did as a DM was establish clear lines for rules disputes:
If a player disagrees with something the DM has done: A player gets 5 minutes, max, to argue his/her case, provided the issue passes at least one of these tests:
1. Is your character dead and unressurectable?
2. Is your character (broken/injured/destroyed) beyond any hope of recovery?
3. Has your character lost something integral to the character, or otherwise been rendered unplayable?
If the answer to all three questions is, "No," then it's not worth arguing over. If the player thinks the issue is important enough for further discussion, table it until after the game session is over.
I don't budge on this table rule. I have, when a player has shown me where I've made an incorrect rules decision, gone back and retconned the situation - for that character.
Sorry for the rambling - lack of sleep.