What do you mean by "gamist"?
It is designed game-mechanics-forward. This was, for example, why the "prone" condition was explicitly described as not being
literally always a creature that has fallen down on its ventral or dorsal plane, but rather as a creature that has been discombobulated. This
could manifest as having fallen on its face/back, but could also affect "legless creatures, such as fish and snakes, as well as amorphous creatures, such as oozes", and that one should "imagine such creatures as writhing or unsteady, rather than literally lying down.
The game effect on that creature is the same as for other creatures." (Emphasis added.)
This was
extremely offensive to some of the "process" sim folks out there.
It's not really about being an expert.....just a knowledgeable person.
What, exactly, defines a "knowledgeable person" about the differences in various kinds of woods? Because I'd be willing to bet that unless you are a carpenter, woodturner, builder, etc. yourself, the
absolute most a typical person knows is that some woods are "hard" and others are "soft", some smell nice (like sandalwood or cedar), and some are used for cooking (like mesquite).
A typical Old School DM is keeping track items and materials. This is part of the fun for many Old School DMs. Many Old School players like this too, so everyone matches up ok.
Wait, so you're saying you have a
shared style expectation and it's helpful to
keep everyone on the same page?
You spent so long blasting the idea that everything has to be perfect, everyone has to be in mental lockstep. Now you're admitting that's something old school wants too. Seems kinda contradictory.
Another type of fun....a bit beyond the game. Is where the DM and player can share the like of knowledge, history and other topics.
This leads into the DM giving the players things to look up and read. Both to expand general real world knowledge....but also help in the game. If a player wants to know more about a topic, I'll give them a reading list. Or even lend them a book.
Yeah, I'd never give my players
homework for the game. I'll share my knowledge--during or after session--but I'd never assign them a bloody reading list. That would kill their interest faster than you can say Bob's your uncle.