Yes, an idea that the player introduced. An angle to try and address a problem that didn’t come from the DM.
That’s pandora’s box?
Not bewilderment at the preference. I don’t know how you keep falling back to preferences.
My bewilderment is about the enormity of expectations for the DM to do all that work himself, to keep track of it all, to make sure it’s all consistent, to make sure it’s all clear.
To have the ability to onboard player declarations and integrate them into the setting, and to have things adjust accordingly.
But to think that if the player contributes an idea for play beyond what their character can do, the DM can’t deal with it.
That idea bewilders me.
Now, I get that folks don’t prefer to play that way… and that’s fine. What I’m objecting to is the idea that it cannot work. That it’s flawed in some way. That it’s a slippery slope that will lead to further problems.
It’s simply not the case. It it doesn’t work for a given DM, sure… than it’s a case of that DM not being skilled at or comfortable with that approach. The issue is not with the approach itself.
Do you see my point now?
Well, I've been adding to my world for decades so it's not like I came up with it overnight. Even when I started a new side campaign, I didn't create a whole new world from scratch. I came up with a basic outline and then fill in details as I need to. It's not like I populate every tavern, know who runs every butcher, baker or candle stick maker. A DM starts with a general outline, fills in what's needed. As you go along you adjust the outline if needed and fill in details while making notes. I didn't make a new world all at once.
But it's not work for me. It's fun and a creative outlet. It gives me something to think about outside of my day-to-day life when I'm driving, trying to get to sleep at night or in the shower. That may not be what some people want to do, some people want to have collaborative world building sessions. It's not bewildering at all, it's rewarding.