All I can say is that intentions have nothing to with outcomes. "No myth" is not the be all end all of "Story Now", which reading RE's Story Now essay would make clear. Further, even if it was, "No myth" doesn't inherently mean it's the players that fill in the myth - who has narrative authority is a tangent to Story Now which was my main point. Rather Story Now is focused on who defines the conflicts ("premise" in forge speak) not who defines the myth, as I said. A GM running a Story Now game could have sole narrative authority (that is to invent the myth) but would be expected to invent myth that tests the conflict ("premise") introduced by the player characters.
I'm not sure I follow you on intentions and outcomes, though I don't especially disagree that outcomes MAY not be related to intentions, but surely they FOLLOW FROM the intention. I think that's pretty much a basic tenet of criminal justice.
You are correct, No Myth and Story Now are different things. However, there's a very direct relationship between Myth and Protagonism! Story Now doesn't demand that the premise be invented by any specific participant, or at any specific time, but it does demand that it address the PCs directly, that they are effectively the protagonists of the story. I mean, you can see where some games, like My Life with Master, bend that, but in fact it is still the central factor, that the object of play is to act as the protagonist, to be the one addressing the premise. So, I don't think we are particularly disagreeing.
This is made obvious in the context of DW where you are encouraged as the GM to "draw maps and leave blank spaces", so it's not even "no myth" but just "myth light". If DW is Nar then so is B1: In Search of the Unknown (maps with blank spaces).
If that was the ONLY technique which distinguished them, then yes. I don't think it is...
If players set the premise is the entirety of being "nar" then the Star Wars game I'm running with WEG D6 is nar just because the players said, "Can we be in a Star Wars game where we all play bounty hunters?"
I'm not claiming that the players even set the premise, just that they address it. That they are central to the resolution of the premise and 'lead the story'.
Player characters as the protagonists is a standard feature of pretty much all RPGs. The fact that you have to write "in the true sense of the word" shows that I'm not one trying to redefine words.
I'm not redefining anything, you all often use protagonist to just mean "a character that gets a bunch of spotlight",
@Neonchameleon rather brilliantly pointed out that these are 'PoV characters' but not necessarily protagonists. Just because the game features PCs looting the Caves of Chaos doesn't make them very protagonistic, the whole setup was concocted without regard to these characters and only incidentally involves them in a pretty shallow 'conflict'.
Being player driven and has the player characters as protagonist are concepts that could apply to any sandbox game. To claim otherwise would be to define protagonism such that the protagonists of most stories aren't protagonists, which is surely silly. To make it clear, most protagonists don't get to define what their own story is about and yet they are still very much protagonists. All that is required to have protagonists is for them to be the main character of the story and the one that is responsible resolving the main conflicts of the story. Now, that second condition can lead to some surprising facts, such that Indiana Jones is not the protagonist of "Raiders of the Lost Arc" but actually the deuteragonist - a main character who is of secondary importance responsible only for resolving only the conflicts side plot. But that being a "true" protagonist requires you to both establish the conflict as well as resolve it is both wrong and borders on committing one of the most common fallacies of nar play.
There's a huge difference between characters who are simply placed into the milieu where they're simply a generic 'point of view' and just act out a version of the story and one where everything is built around a conflict that is central to the characters.
I mean, we have have semantic hair-splitting sessions till the cows come home, but there's a huge difference between the play I experience in Stonetop vs 5e where each one is played in a fairly typical fashion (and let me say that my 5e play was pretty 'evolved' play, the GM was quite good, it wasn't just stock module play). This difference has to do with the relationship between the 'things that matter' and my character.