So if tomorrow, you propose something and EVERY player decided they didn't want to play it (or even the majority didn't) are the players in the wrong for forcing their preferences on the DM?
I'll give a more concrete example. DM is wrapping up a campaign and says "I want to do so different. Next game I'm running Star Wars EotE". And four players say "I'd rather not." (One doesn't want to learn a new system, one prefers fantasy to sci-fi, one specifically hates Star Wars, etc). And they would prefer another D&D game of any stripe. What should we be doing to remedy this? Because the bulk opinion I'm getting is "kick the four to the curb and find new people who support your vision." And I feel that's such an extreme position that it only works in hypothetical Internet discussions when people are trying to be hardcore. Is Star Wars worth 2/3rd of your current players? Do you change your preferences for the sake of the group or give them the ultimatum of my way or highway?
The players cannot force me to run something I don't want to any more than I can force them to play my game. It's never happened so I don't see the point in gotcha hypotheticals.
If somebody wants to run a Star Wars game and it fits into my schedule I might be interested. Just like I'm playing a Frosthaven game right now even though I would have never purchased for myself.


