Ovinomancer
No flips for you!
I follow what you're saying. Your players roll dice for skill checks unprompted. You decide if the roll is necessary or not without consideration of if it was made already. You do, however, use the roll as a prompt for you to add flavor to a scene. I'm unclear if this flavor ever has any impact or if it's just flavor, but that's a different conversation. I'm pretty sure I get this. Also, your players will provide you with clear goal and approach for task resolution even if they roll dice without prompting for a skill check. That seems a bit harder to visualize, but I'll go with it.Eh, it's possible that I'm not communicating well, but at this point I don't really give a damn. I'm done. Y'all definitely don't understand what I'm saying, whether that's on me or not.
The player is more engaged, and the resolution absolutely doesn't involve more work on my end.
What I have issue with is the claim that you using the unnecessary die rolls to add flavor is indicative of the player having input into the scene. You've switched this to 'engaged' here, which is a different claim, and leave the question open of 'more engaged than what?' I also wonder why you do more work, and see that additional work as valuable (and I can see that, you like the result, you should be proud of it), but you're angry that people point out it's more work. Of course it's more work. It's valuable work, though, in that it makes your game better. I'm very confused at the anger you show here and the denial that it's more work. When did doing more work as GM suddenly because an absolute negative? I do lots of work as GM (differently than you, in places), and I'd never say that I didn't do more work when I was and thought it was a good outcome. I think you should embrace your method a bit more than you seem to want to.