Ovinomancer
No flips for you!
As a few people have told you before, you're analyzing from a very narrow view of RPGs. The scene you provide above is plenty sufficient fir a no-myth game. Play will go immediately from the scene frame of a market in Hardby to the players declaring actions according to thier desires and goals.Ok, let's work with this.
DM: You are at the Hardby market.
Players: Ok. ...
.... crickets chirp...
DM: What do you do?
Players: Well, what can we do? Who can we talk to? Can we have more information?
DM: Nope. No more information for you. We will play this game without creating anything before you interact with it.
Players: Umm... we look around?
DM: Ok. And?
Players: Well, what do we see?
DM: NO. Dammit. Nothing needs to be created before you play this game, so, what do you do.
Players: ((Stare at each other around the table for three hours before going home.))
Because, [MENTION=42582]pemerton[/MENTION], until SOMEONE creates stuff, there's nothing to do.
Frex:
PLAYER 1: I go to the fish vendor's stall and buy some salmon so I can salt it for travel. I am "always prepared" after all.
HM: Good. Let's kick this off. Roll your (game appropriate skill).
PLAYER: um, crud, I failed.
GM: okay, let's see. The fish stall is closed, and you overhear someone say that the fisherman has been missing a few days.
In this example, the player uses his traits defined during character creation to motivate his play. He invents a fish stall in the market to play on, and tries to buy fish. The GM decides to challenge this action and calls for a roll. When the player fails, the GM narrates how his action fails, but then uses that failure to offer a new twist: the fisherman is missing. Why he is missing will get established in play, as the players declare actions and succeed or not. Frex, the next bit of play could involve a PC with a background as a river pirate announcing that it's common for pirates to kidnap for ransom (now established fact in game) and declare he's looking for a ransom demand. Success makes this true, failure means that's not the case; it's something else. In ganes with partial successes, it would be true but with a complication -- perhaps the ex-pirate discovers it's his old crew that he was tossed from on pain of death doing the kidnapping?
The point is, if you are looking only from a prepared scenario/story mode of play, where the players have no authorial control over the plot, you're going to have a very narrow view of play and make incorrect assumptions. What you provide above is plenty sufficient for play for a number of systems. This view is also why your analysis doesn't work (also why you keep becoming frustrated with me, [MENTION=23751]Maxperson[/MENTION], and [MENTION=42582]pemerton[/MENTION]). Lots of games develop pretty much everything in play.