Here's an observation I've made:

As the DM, you think you have a lot of power. After all, you create the world, you craft the storylines, you design all the combats and challenges that put your party to the test.

But the truth is: you have very little power. If that world, that storyline, that challenge, does not resonate with your players then the game does not work.

At that point you have two choices: cater to the style of your players, or find a new gaming group.

Ideally, it's fun for everyone, right? That's the goal. But to paraphrase Spock, the play-style of the many outweighs the play-style of the few.

I think there is a (particularly old-school) sentiment sometimes that the DM is the absolute authority in the game. But Rule Zero only applies to the rules, not the experience. That has to be fun for everyone. That, in fact, is the actual intent of Rule Zero.

-Thrommel, Dungeon Pool Boy.