No. It doesn't matter from whom this tactic came from. Were it GM introduced I would equally feel it was a bad idea. And I literally said this ages ago already.
So you’re for players contributing setting details? To say “there’s a tavern I know of down the street here”? You don’t have concerns about that?
for some people it is simply more work to have to adapt around and incorporate other people's 'help' than it is to just have control of the whole thing themselves, after all players who make suggestions often do not have the whole picture, just what is immediately presented before them-if that, so it is not an 'expectation' for a GM to labour under it is a 'advantage' to be allowed to do it all themselves, to know where everything is and how it functions.
Overall, I absolutely get this, and this is what I’ve been trying to get at… the issue that the individual has with the style, not some unfounded criticism of the style itself. A quality of the person rather than the style.
My only question is what do you mean by players not “seeing the whole picture”?
But, AFAIK, no one has said that.
See the quote from Lanefan below, which you liked.
we have never said that the style itself cannot work, and it is not the mark of a 'more skilled GM' to run a game that way, we simply just do not prefer to run games that way, and that is in no way a flaw in our style of GMing.
See the quite from Lanefan below, which you also liked.
And just to clarify… I didn’t say “more” skilled. I said that running a game that way is a skill, and someone may not be good at it or comfortable with it.
It will.
As a player, if I'm given the ability to do something in the game and don't then at least try to use it to the limit, I'm not doing my job.
Giving players an ability or permission and then asking them to self-restrain or self-police their use of that ability is stupid. It's black and white: they either have an ability or they don't, and if they have it they can use it to the full.
Which means, don't give out an ability until you're sure you're willing to live with it no matter what uses the players see fit to put it to.
This depends on the goal of play. I disagree with you entirely about the practice “being stupid”. I think the idea that players will immediately jump on any possible advantage and seek to exploit it to win, while it may be relevant to you and your game, isn’t a concern for many.
Now, having said that… when I go with player ideas in play, I do consider possible impact in the future. The examples I’ve shared from my own game that involve divine relationships and support have worked out fine. Nothing bad has happened. The setting is intact, I’ve not struggled with the resultant player ideas. The players are satisfied and so am I.
This is why I push back against the idea that this cannot work. It works just fine. If you don’t think it will, then it’s more a case of you not being able to make it work.