No.
I think me and Mr Alexander would be like oil and water on this topic.
For me this is immersion building and not doing it just helps me slowly tune out. I'm not there to passively be fed an experience. I'm there to make a story together. Give me some of the authorial control.
And as a GM, I see it as my duty to get players involved and feeling the world, caring for it. Something I wholly create is something they won't care about or feel ownership in. They might as well be watching Netflix at that point. I might as well put Netflix on and as them to give me applause for my efforts at using the remote.
The GMing advice in Daggerheart to just ask my players:
- "What does Rebecca [your PC] know about the Dachshund Gang? Who’s their leader?"
(To use one of Alexander's examples)
Well that advice solved a 40 year old problem for me that kept leading to burnout over and over again because time after time I have tried to get my players to contribute to the story and I never just thought to point blank ask them...
I know, facepalm moment... But I would go over this repeatedly in session 0s and at the beginning and end of sessions, but never in mid session did I respond after they opened a door with "Ok, what do you see in the office?"
And the first time I saw it in play in a Daggerheart game was the exact moment I knew I needed to switch from what I was doing and playing to something else.
Sure I'd already bought Daggerheart by then, I'd already decided I liked it. I already knew I wanted to play it and run it.
But that was the moment I knew I couldn't go back.
I can't look at the section of my bookshelf with D&D, GURPS, Pathfinder, and Hero system books the same way now.
I'm looking to move all that out and replace it with books from Daggerheart, Otherscape, and maybe some good PBtA games once I find them.
But back to point:
- "Robert, tell me what the name of the mountain is."
That's shared worldbuilding right there. That's how you go from "hey guys, heres my 1023 page manifesto on the NobodyCares Isles and the last 73 generations of who begat who because I think Tolkien's Silmarillion was too easy..." to "Ok, its your game as much as it is mine, the lore here - that's your character's story that you contributed. Is it going to win us a prize in literature? No. But it's ours and we can enjoy the WeAllCare Isles together."
- "You open the door and see Madame DuFerber’s bedroom. What does it look like?"
You think I'm going to spend 11 hours working on the design patterns of Madame's lingerie... I'm not a 16 year old boy anymore... So no. But hey... you can always tell us when I ask you what's in her room... and if that matters, then that's where our story is going now.
- Okay, you find some juicy blackmail on Mayor McDonald. What is it that he’s done? What evidence do you find?
This one's just me saying "hey guys, you do realize the last time I tried to write the plot we spent 3 months chasing after some random lady who's name I pulled off a 'fabric patterns' list and then tried to make villain powers out of and the clone of Bob Marley and it all stopped being funny five minutes in... it's your turn. What's the story you actually want us to be doing here?
Yes... that villain, Paisley, was an actual super villain in my final attempt to run Mutants and Masterminds 20 years ago. I still don't know what her powers were and thankfully I managed to avoid having her in a fight longer than the game lived so I never had to figure it out.
If only I'd have just thought to ask my players "What's the name on card you found at the scene and how does it relate to someone you once had to fight". My players back then actually had lists for me. But I thought it was supposed to be only my job to deliver that stuff and never let them break the 4th wall.
"description on demand" is, for me, the "best thing since sliced bread" for tRPGs. Not that I've found a use for sliced bread in a tRPG... yet. But if I can make villain names as bad at Paisley... then just wait till I have to do a game without 'description on demand' and you'll get your sliced bread.
Sure sometimes I'll have a plot that isn't pulled off a random list of fabric patterns and actually works. But even then 'description on demand' is great for filler and bringing that plot closer to the player's imaginations.