Of course you're not. But I see APs as a pretty central example of storyteller play. The GM (drawing upon the authored material) sets the "BBEG" from the start, and the basic storyline for the campaign is specified in advance.
Why can't the player group select the AP? They have now selected the theme of the game and the BEG (even if they don't know who the BBEG is). They then design PC's based largely on the Players' Guide which they likely read in deciding to choose this particular AP, which provides them with the guidance to build PC's thematically linked to that AP.
Now, that's less player designed than a game where the GM creates everything from scratch, so it's a point on the continuum. But I doubt that you are custom designing each and every being and creature the PC's interact with from the ground up to maximize thematic relevance. I rather suspect you are using standardized write-ups from, say, a Monster Manual, NPC's with the same spells and abilities written up in a PHB product, etc., so that is also a point on a continuum.
What happens in the chamberlain scenario if the wizard PC first uses ESP to scan for the king's magic-detectors, before chancing a Charm spell?
Depending on the nature of the detectors and the rule of the spell, they either find them or they do not. The GM determines this, so by your comments, I believe you would say he controls the flow of information. I would say rather that he adjudicates the flow of information based on the information that exists to be found and the manner in which the players locate it. He has already determined whether that ESP spell is needed - it may be common knowledge that the three fellows in orange robes come from the Wizardry Guild and there are always three of them at Court to detect for magic, in which case no spell is needed.
I'm not 100% sure I follow this contrast between combat and non-combat problems. Who decides that a problem is combat or non-combat? If it's the players, then they can deploy whatever resources they think are appropriate.
Is getting past the Chamberlain to make a case to the King a combat or a social problem? I suggest the King will not graciously receive a group of brigands who burst in covered with the blood of his loyal courtiers. But let's take that further. Your job is to ensure each scene is challenging, right? So the L14 PC's face an appropriate challenge convincing the unarmed, unarmoured,78 year old Chamberlain to allow them an audience with the King. If they turn this into a combat encounter ("I waste the Chamberlain with my crossbow", does he suddenly morph into a Hulk like being to provide a L14 challenge? Do guards that were not there before suddenly appear? Do we see the concept of Calvinball? Or is killing the Chamberlain simply a failure of the social challenge?
Or must matters now work out that the Chamberlain was a traitor, and his death results in the gratitude of the King for the PC's rooting out the traitor, when all the players really did was get frustrated and take a stupid out of character action, because they may only fail forward?
I'm not sure why you use phrases like "flash of clairvoyance" or "player omniscience" - I've given pretty detailed discussion upthread of secret backstory and its relationship to scene framing and action resolution (including via discussion of the duke example in the 4e DMG). There is no conflict between secret backstory and "indie" style. But there is conflict between resolution turning on secret fictional positioning which the players can't discover and act upon, and "indie" style.
So why can't the players' first step in discovering the secret backstory be a visit to the Chamberlain which flies in the face of their expectations? They have discovered something - that all is not right in the King's Court and that the Chamberlain is somehow involved - which plays to that secret backstory which, presumably, is thematically relevant.
It's a bonus. It's not free - the players spend a resource to get it (namely, stuff on their equipment lists). In 4e the rule is that 1/10 the cost of an item of the PC's level is a +2 bonus - for 5th level PCs, that would be +2 for spending 100 gp.
If the bribe was paid but the skill check nevertheless failed, that is when discovery might kick in. Or another option would be to allow the PCs to turn a failure into a success at the cost of being discovered by a 3rd party.
Why can't they succeed and be discovered, or fail and have the bribe go unnoticed? Why is that inconceivable? Isn't it your job to turn the heat up when they succeed (not when they fail) to maintain a challenge?
If the players' goal in the scene is to meet the king, and an obstructionist chamberlain is one of the obstacles they have to work around, that could be interesting. Working around that obstacle might include enchanting the Chamberlain, or bribing him, or distracting him, or anything else that seems fun and feasible. It wouldn't include having no choice but to give up, exit the situation, and go out on a backstory hunt to find a way of dealing with the Chamberlain. At that point we have a GM-driven game (the focus of play is the chamberlain, who was introduced as an important story element by the GM), not a player-driven game (the players cared about the king, not the chamberlain).
In any case, the PC's wanted to see the King and the GM-created chamberlain is an obstacle in attaining this goal. Your differentiation above seems to me less about whether the chamberlain is an appropriate and thematic challenge and more about the level of difficulty and effort required to resolve the challenge. It's not about theme - it's about speed/pacing.
Huh? The roll succeeding or not is a rules issue, not a GM decision. And the consequence was set by the player, not the GM. To me, this is a matter of some importance.
Oh, good - I, the player, set the consequences. Very well, if I succeed, the Chamberlain grants us an audience to the King, who names my character Crown Prince. If it fails, he grants an audience, but the King only rewards us with a barony and a fortune in precious jewels. Such is his gratitude because we removed a stray cat from a tree outside the palace.
You're not going to override my Player Agency, are you? Again, point on the continuum, not binary switch.
I don't follow this. I'm not sure who you are envisaging "tossing out scene ideas", nor what exactly think the process is.
You’ve said you will not frame a scene the players cannot succeed in. You therefore would not frame a scene with a Dragon the characters cannot defeat nor, by extension, a Chamberlain they cannot persuade. So the players ask to see the Chamberlain, and you refuse to frame the scene. They believe they could enhance their fame in the kingdom to better their odds of seeing the King by slaying the dragon, but you won’t frame that scene. So they now need a third scene to suggest. If you, the GM, just pick the scene, what became of their player agency?
DMs and players can have a variety of different goals and preferences of different strengths. Some people have very narrow and specific preferences, others can enjoy a variety of styles. IMO calling someone a "good DM" isn't an absolute, it's a subjective measure, generally with respect to how closely the game he or she runs matches the ajudicator's personal preferences. Some DM skills may be transferable to different game styles, but conversely instincts good for one style may be detrimental to another.
The degree to which DMs facilitate player goals is a strong litmus test for game style. Some DMs don't pay any attention to player goals, and so don't facilitate them. There may be DM provided plots to follow, or a sandbox world to explore, so player goals based on those elements may be viable.
Other games may make player goals of primary importance in play. This doesn't necessarily mean it's all wish fulfillment, as the appropriate player goals for this sort of play are likely different to viable goals in more DM-driven games. Players may want their PCs to struggle to achieve something and fail. Goals in such a game may be very personal, such as the evolution of PC personality due to deals made or broken, and sacrifices made or refused
In my experience most games fall somewhere between these two stools. Players get a limited amout of personal plot.
This gets at an issue I’ve been considering for a few days now. We keep discussing “Indie”, “Storytelling”, “Wargaming” and now “Sandbox” playstyles, but I don’t believe there are four styles we can cram everything into. I think there are a lot of different aspects to style. You note above a continuum of player-centricity to the plotline. I think Indie demands a high degree, but the others can have a higher or lower degree. Storytelling can be based around PC goals, as can wargaming. The PC’s pursue their goals as they see fit in Sandbox games, for sure. Sandbox and Indie are more differentiated by whether the world focuses on their goals or whether they must sort out the opportunities that will best attain their goals from less relevant opportunities.
The above can lead to differences in pacing and scene framing between game styles based on the different goals being pursued.
Two more aspects, to me. Pacing of any style can be faster or slower. I mentioned above whether scene framing guarantees the PC’s what they want. Even NPC proactivity can vary - in some sandboxes, the NPC’s are active behind the scenes, while in others they wait in stasis until the PC’s take an interest in their part of the world. Similarly, in [MENTION=42582]pemerton[/MENTION]’s example, the PC turned NPC shows up as an advisor, so he has been proactive behind the scenes while in other games he might not reappear unless sought out by the PC’s.
In totally DM-plot games, the DM can focus strongly on scenes relevant to the plot, to facilitate player chances of advancing the plot. The DM may or may not shortcut scenes irrelevant to the plot.
Another continuum – are there side quests and distractions, or does the game proceed linearly, always flowing directly to the next relevant resolution?
I don’t think any of the four posited playstyles inhabit some unique location on any of these various continuums, although I do think some styles have points on some of them that they cannot occupy. But I don’t believe any of the styles can be simply defined, either. Example: [MENTION=42582]pemerton[/MENTION] will frame the “see the King” challenge at any level, where [MENTION=6696971]Manbearcat[/MENTION] defines it as a challenge for early teen levels. Is one of them not playing an “Indie” game?
Is information read out by the GM, or learned in play? Does the GM bring the tavern to life with NPC occupants the PC's interact with, or just tell them flatly what their Gather Info check learns? Do the players decide what intel to seek, or does the GM read them the info they find? Again, I don't think all Indie games will answer the same way, nor that there would be no overlap between Indiel and other styles' answers.