It may have started as the background, but right from the jump, I suggested coming up with ways to make it work. Instead of just saying "ugh, that's implausible and makes me groan, so NO!" to first see if you can think of a reason to say yes.
No, but if the DM just overrides things the player does that are legal moves, then that's pretty much all that's left.
Player: "I cast Zone of Truth!"
DM: "No, you don't because I need this NPC to lie to you!"
Yes, this permissibility is rampant. Magic can do it all because magic. Anything else needs to adhere to bizarre standards.
But really, what we're talking about, magic or not, are game moves. Privileging one set of moves over another just seems like a crappy approach to a game.
Well, it's a game... so magic is capable of whatever the designers and participants decide its capable of. Same as mundane elements meant to represent the characters and their qualities.
And you don't see what
@prabe suggested as being the kind of creative collaboration that I mentioned?
I think the key here is that it's meant to be a roleplaying aid rather than an I-Win button. I mean, presumably at some point, the PCs are likely to make a contact in the new location. So this simply facilitates something that would most likely happen anyway.
Now, if the PCs are in some far off, hostile city or what have you? Sure, there can be exceptions. Generally speaking, I think "No" should be the exception rather than "Yes" when it comes to PC abilities.