I'm not sure how "Players control their characters, I control the rest of the world" is somehow coming up as bad GMing.
Or how in the world GMs should feel privileged to have players play in their games. I'll just say, as someone who hasn't played in a game in years and years and years, because I've ran every game I've been in in recent memory, there are way way way way more players than GMs in the tabletop community. And a good GM is even rarer.
If you want to paint him saying its his table so he makes the rules of the game as being some kind of dictator, that same level of putting words in peoples mouths makes me want to say you are an entitled player who takes for granted the rarity of a good GM and the amount of work that goes into doing it.
But I'm sure that is not what you are saying, so I have no interest in actually accusing you of that. So how about you give him the same courtesy.
I'm more often a GM than a player, by far. As for there being more players than GMs, absolutely, but a player can play a board game or a videogame or read a book and still take a ride. Being a GM can't be replicated by jumping media, unless you can get published as a writer. So just because there are plenty of players, doesn't mean a GM shouldn't be thankful when he finds good ones.
As for trying to "own" the world being bad GMing, if you look at modern indie RPGs, that's exactly what the community is saying. A very large percentage of modern systems are built around the idea of player input and narrative being key to the entire experience. There are the remaining oldschool systems, like D&D, Shadowrun, Pathfinder, and the like, but there are very few experienced players I've introduced to a system like Dungeon World, and not had them love it for how open it is. Or you go to 13th Age, which finds a middleground between D&D and Dungeon World for those who still want some crunch.
Games where the players have a say automatically create a connection and investment. Investment is what creates stories that are told years later. Obviously oldschool methods result in that too, but in my experience it goes up proportionally the more the players feel like they are part of the process.
And like I said, I'm not saying his games are no fun, but the way he's talking, it comes across as terrible. And when his response to criticism is "Tough."? That doesn't help the image. That makes me think of the grognardiest of grognards that try to rule with an iron fist. Unfortunately, more and more systems slip through their fingers, because that's not the sort of gaming that is going to survive. That is now becoming a niche within a niche.
The Apocalypse Engine games, FATE, Cortex, those are the system that are going to own the next generation and beyond. And the method of GMing being offered up, where the GM is the singular God and all shall bow before Him? That is their antithesis.
People might disagree with me, and that's fine, but personally, when I do play, if I want a rigid set of laws, I can go play a PC or console RPG. But in a tabletop RPG? I can sit down and ask a player "What are you doing working for Jabba th Hutt?" and they can tell me that they're getting protection from Onomatopoeia the Hutt, who is vying for control of Tatooine via brand new moisture farming technology.
Do I have any idea who Onomatopoeia the Hutt is, or what the technology is? Nope! But that is now becoming a part of my game that will be at least a repeated mention if not more, because that player, by being allowed that, and having those contributions become a part of the game world? He's more connected to it in that one second than a "God-King" GM's methods could get him in numerous sessions by trying to force him to care about things he has no relation to.
And given that the point is to experience and play together, thinking that any one participant has 100% control is, in my opinion, bad.
Edited by Inksplat