Quote Originally Posted by Big Fau View Post
The DM isn't just a dictator, the players "voted him into power" by participating in his campaign. If they don't like a decision they have every right to voice their opinions and try to get a ruling changed, but they effectively chose to play by his rules.

DMs are supposed to act as arbiters when it comes to rule interpretations. If you don't like a ruling, ask the DM if you can debate it after the session (if there's time). If the DM's rulings are actively detracting from the fun, leave. That's your "veto".
As has been mentioned, this is a problematic line of thought when you consider that "just leave the group" is a massive social pressure. Players have a sort of dependency on the GM; they're the one who's ambitious enough to put something together to run players through, which tends to create a sort of entitlement on the part of the GM. This entitlement can sometimes lead to power abuse.

The reason why the power abuse goes unchecked isn't because the players are okay with it. It's because leaving the group is too grievous a step for them to take; they'd much rather put up with a mediocre or irksome GM than not have a GM at all. Leaving a group is a big step, especially because it also speaks on a personal level--it's an implied rejection of the GM.

Which means that the #1 thing a GM must be is sensitive; a GM needs to listen to their players and adapt. The authority of a GM is derived from the respect of the players, and they need to earn and to deserve that respect.