Kestrel said
Or maybe I approach people as individuals. I've dealt with a number of issues, and the only real issues I've had with inter-player conflicts were when I wasn't around. Maybe I've been lucky with my roleplayers, or maybe I've simply not put up with bullshit as much. Maybe I can approach people and call them on their actions without making them go into instant-defence. I don't know (that's a lie, I do). Most people are reasonable. Most people can be worked with. Understand that people come to RP, most of them do so to escape, others do so as a creative effort. Once you understand motivations, you can cater to them. Trick is you need to anticipate and observe. You need some knowledge. And yes. If you lack that, a few bad behaviours can kill your roleplay off mercilessly. And yeah, actually having decent people management skills is tricky, most people don't know what GM'ing entails. Here's a hint though, which you will hear from every GM of long-standing RP's; it survives because of the group being connected.
Most people go into auto-defense mode when criticized. Unless if they are a notably open-minded person (and/or respond well to total honesty) you often tend some kind of Charismatic charm to get a point across to them where they're somewhat in the wrong without making them go total defense.
I do agree that a RP survives largely because the group is connected, and that most people are there to RP. But at the same time, just as some are there to escape and others to be creative you got those who RP simply for things such as stroking there own ego. Me and an old school friend of mine who both use the Guild know of a third person like this, and we purposely hide RP places (Such as the Guild) from him because what happens every time he RP's is he makes a Mary Sue, get's mad when anyone else does anything that somewhat takes away from his glory and then (literally) throws a tantrum if people don't back off and let him keep being a Mary Sue.
Now, obviously that's an extreme example. But there are players who even on a lesser extreme mainly come to feel epic, amazing or gain attention. And this can cause conflict rather quickly if another character is also doing something that deserves some praise or attention.
Then there's the whole matter of player style, some players may like dialogue heavy RPs, other's may like action heavy. There are cases where players do simply don't mix, you can just expect 100% of the time the random assortment of players you gather from an interest check will all get along. If often does not turn out that way, and it may not always be the fault of a certain person but rather styles simply differ too much.
Kestrel said
People management doesn't mean acting like a parent either. That's a very sad way of looking at it, or plain and simple ignorance. Know how I approach pretty much any conflict? It goes like this; "Hey mate, got a minute?" I approach people as equals and rather than telling them they are bad and should feel bad, I explain the behaviour and the effect, and the context if needed. I'm not approaching it as if they made a mistake for which they have to repent, I approach it like they missed something. I resort to authoritative measures if I have to, or if people are uncooperative. But really, like mentioned before, most people just want to indulge in escapism and/or write a fun story. They want things to be fun and without conflict and as soon as you realise that, the sooner you can work with it.
That's making the assumption everyone react's well to sugar coating, or that such situations are not common. Some people can read through such wording and recognize it basically for what it is "Hey man, I don't like/think you should be doing ________" and at that point it's up to that individual. Are they able to accept the criticism and change it? Or will they get defensive and refuse? Now, sugar coating is known to work on most people (it's why it's what's culturally accepted when we need to break the news to someone), but it is never a 100% tactics. Lot's of people (especially online, and even more in an RP site. A collection of people often rejected by normal society, most likely meaning in some ways they do not follow typical culture).
Now, let's assume this is the case where sugar coating does work though. Then most of your points do hold true, but once again it still boils down to how that player is able to receive and adapt to criticism and information. It's not a case of "If GM says ______ & _______ the RP will not suffer". Putting the responsibility on the GM for how others react is just unreasonable, a GM can try to minimize the damage sure. But they are not in control over what their players do, they power and influence only extends as far as players are willing to listen.
Kestrel said
Sure, a RP can live even though they're a bad GM, because the GM is not the only factor that determines the RP. But regardless your statement is incredibly, incredibly stupid, because the way you phrase it you suggest the GM-factor is negligible, which it is not. The GM is a very important factor and you need a lot of work put into it by other players, taking over certain GM-duties one way or another, to offset a bad GM. It's possible, but it sure as hell is a lot fucking harder. It's the difference between rolling over a combined number of 4 with one or two d6's. You can do it with one, but it's harder.
You seem to be of the belief that a GM is necessary to run an RP. In which case if you're so willing to call an opinion that says otherwise as stupid I feel the need to break it to you that you have been very restricted/sheltered in the kinds of RP's you've been in.
Have you not ever been in an RP where the GM has quit and players as a group took over? Have you never been in an RP where there was no GM, it was simply a universally combined effort to make a story? That was about all of my RP experience before joining the Guild, and it works well. It can keep an RP alive and a close community of players for years (which it did).
There are some style's of RP where an assigned, authority-holding GM works better for players. Allows things to be more easily decided and kept on track. But there are also times where it's possible to get by without any real GM but simply by a universal group effort. If you prefer to keep all your RP's with a GM that's fine. But to deny that other systems works well is really just ignorant to the kinds of systems and possibilities out there.
Kestrel said
You don't understand that you don't always rule in one's favour and condemn the other. Half the time you can work it out by consensus, and if not usually some sort of compromise is possible. This view you have is very narrow-minded. You associate dictator-ship with malevolence and not listening to others. Every time someone complains. That's not the definition of dictatorship. It means you make all the decisions, but not what your decisions entail or how they are made.
Honestly, at the risk of being called out for using the argument of authority; have you ever lead a successful RP? I have several, with different people. I failed a few times, sure, but I was able to identify what I could have done and learned from it. Not once I went "but waaah the people!" Some persons are harder to work with than others, sure. RP'ing is a numbers game also (hence the importance of writing a good interest check) but all these are factors you can influence. Denying this limits your growth as a GM. By telling people this you're limiting them also, just because you can't see past your pessimistic attitude. If you want to be a successful GM, you need to think in terms of solutions. If something doesn't work, analyse why and what you could do different.
I never claimed anytime someone complains it's dictatorship. Please don't put words in my mouth, arguments tend to hold much more weight when you're not straw manning the other person.
I have led successful RPs before, and I've also been in successful RP's where there was no real leader. And sometimes you need to recognize when some players don't mix well, or a certain player simply is not ready for an RP. To act as if everyone is always able to get along with everyone else, that everyone's style works with everyone else, or that everyone is always ready/capable of any kind of RP plot or demands is really just not paying enough attention to the different types of people there are. That's not going "waaaah the people!" that's recognizing that humans are a varied species and no two people are always going to be able to get along.
Also, you claim that there are factor's a GM can influence (which is true), but then go on to say that telling players this limit's their growth because of a 'pessimistic' attitude that I hold? First, my stance is not pessimistic, it's just different than yours. I recognize certain combinations just don't work out, I don't simply say "anything can work if you try hard enough!". Also, a GM being able to influence things (mainly to help a RP) was mainly your argument, so I have no idea what you hope to accomplish by now attacking the argument as if it was my own like it will somehow disprove my point.
I do agree that if something doesn't work you can analyze and figure out what you can do different, we do learn from our mistakes. That's fact, but having an ability to learn from mistakes doesn't = any combination of players or styles will always be able to work out. This isn't a Bioware game where you can get the perfect ending with certain dialogue options, this is real life with living, breathing, thinking and feeling people. And there will be times you simply cannot win, or there will need to be a loss one way or the other. And there will be time's where the best route is to simply not involve yourself in another's conflict.
Kestrel said
GM interference when necessary =/= constant interference. You can't think I'd constantly be playing police. Then I'd have to admit to your parent-metaphor.
A lot of GM's do, and these are the GM's that have their RP's die the most.
If you're not like that then that's good. But then I'd really like to know where your issue was with me to begin with when I said there a times a DM just shouldn't get involved and let the players sort things out.