swordchucks:
Lancebreaker:
Dude. Not cool.
In well over twenty years of gaming, I've seen maybe three big plot twists that worked well. I've seen ten times that number that were just dumb. Of the ones that worked, they all involved players willingly playing along with weaknesses they could have predicted would go that way or involved the post-game epilogue feeding into other events in a larger campaign world.
Having been on both the GM and player side with plot twists and otherwise, is it possible you're just playing with GMs who don't have the skill to pull it off? OR maybe just don't put in the effort? I've always found that when a GM knows their players and how they think, it's actually quite easy to pull off major twists that the players don't see coming (not just the characters, but the actual players), or that they get hints at but never actually figure out. I've done three or four in one of my current campaigns alone which the players were both excited and surprised by, and all of them are well-versed in literature and writing.
But it's a dangerous road, no doubt. It takes a GM willing to learn about how their players think and react to things beyond simply what they do in-character, and it can easily go bottoms up if they've missed something. It's also harder to do with random groups, but major plot twists shouldn't come in until the group has an established play record anyways. Or, at the very least, that's how I've done things ad it seems to work out for me.
Beyond all that though, I must also disagree with your last point
swordchucks:
If you want to write collaborative fiction, then write collaborative fiction. Be direct that it's your goal. Some people dig that and will join in. Don't try to write collaborative fiction as an RPG. That's not going to work very well.
For some people the purpose of the game IS to tell a story. A story about things that aren't real as told by several people in tandem: collaborative fiction. In a community like this one, where there's freedom to make longer posts and there's no physical component (beyond the necessary tools), some people are going to want their games to look like novels. Not everyone looks at an RPG the same way, as just a game, or as a text-based TV show, or as a novel, but that doesn't mean other outlooks are invalid or won't work well. It just means that if you play with someone whose ideals about the game don't match yours then you're gonna have a bad time (unless you can convince them to change their ideals, of course, but good luck with that one).
In short, and to reply to the original point of this thread, it's not that there's love or hate in particular on this site, it's just the specific games and people. I love longer posts with a spattering of inner monologue, and I tend to play with people who work the same way. It's not a chore for me to read a few paragraphs, but it is a chore for me to respond to a two-liner because I feel there's not enough substance there. We almost played together in a game once, Gamma (it was started but died after a few posts), and I'd love to play with you again sometime... Maybe change your mind about how people feel about such things. ;)