| Blackpawn |
I'm an old-school player and DM, and have participated in gaming on both sides of the table since 1977. So that's where my perspective is going to come from on this.
There are good players and there are bad players.
There are good DMs and there are bad DMs.
There are people who prefer rules-tight games.
There are people who prefer rules-loose games.
There are people who prefer finely-tuned adventures on rails.
There are people who prefer open sandbox style play.
Regardless of any of that...the game is THE DMS GAME. The DM has gone through the effort of organizing, writing, preparing, and getting the adventure together. At the end of the day, the game is his/hers. Players are simply participants in the game.
That being said, the DM should ensure expectations are set at the beginning. "This is a magic-light campaign, you will not be able to buy magic items. XP advancement is slow. And character race and class selection is limited.". In addition, if the DM intends to make any structural changes to the RAW, that information needs to be communicated up front. "Here are my changes in the way Acrobatics works".
If players have questions or don't like the rules, they can respectfully ask for clarification or adjustment on the rules. But they should never argue with the DM. They are free to leave the game if they don't like it.
My campaigns are story and character based. I have plotlines that I intend for the characters to follow, but I do allow varying levels of deep sandbox play depending on the campaign I'm running. My players have great freedom to do as they will and control their own fates. My campaigns tend to last for years of real-time, and they're in-depth and engaging for all. One of the reasons for the length of game campaigns, the player retention, and the overall success is that I do not allow dissent at the table. If a player feels that I've ruled incorrectly on any given rules interpretation, they can make their case and we'll discuss it. The discussion will be brief and I'll give my ruling. Once I've done so, there is no further discussion. That's it. Tough but fair, ultimately I'm the final arbiter. I do my best to remain consistent and unbiased in my interpretations.
There are many bad things a DM can do that will ruin the game and take the fun out of it for everyone. Being arbitrary with random rulings. Being inconsistent and making contradictory rulings. Not properly communicating "why" a ruling goes a certain way. Not listening to the players when they give feedback and questions. Not controlling disruptive players. Being unfair and stacking the deck against the players. Being perceived as the enemy rather than the facilitator of the game. Not being prepared. Not having a thorough understanding of the rules. But with all that...at the end of the day, it's still the DM's game. Even if they are a bad one. If you don't like it, don't play.
When I play in other games and a DM rules incorrectly to my way of thinking, I'll respectfully bring up the question and lay out my logic in a brief and succinct fashion. I'll ask for clarification. If the DM does not budge, then I'll let it go. If enough of those situations occur and I realize that the DM style and type of game that is being run is not for me. I'll finish the session then pull the DM aside privately at the end and simply state that the campaign is not for me and that I won't be attending future sessions. I won't be insulting, I won't be aggressive, and I won't place blame. Even if they're a bad DM who has no clue what they're doing, I won't attack them or be disruptive or derail the game. It's the DM's game for better or for worse, and they get to make the call in their own game.
As a player, you play or you don't play. A campaign is NOT a democracy, you don't get a vote, and you don't get to have your way. If you don't like it, don't play.