This isn't a fair characterization of what I have said at all: and no my players have a great deal of agency. Agency is one of my goals.
From what you’ve described, it sounds like they have the base amount I’d expect in most RPGs.
My assessment could be wrong, though. It’s hard to judge based on how you post. You shared some examples of your games, but they were largely just descriptions of what happened in the fiction. They didn't discuss process or mechanics or how these events came to be.
Also, the point of my post was to show that things in the setting can have existence and reality prior to becoming what you describe as 'the shared fiction'. I wasn't defining a playstyle, I was describing an aspect of the playstyle.
Yeah, I disagree with this. I mean, they may exist in the sense that they are ideas. But as far as being part of the game, no, they are not part of the game’s fiction until introduced on some way.
I understand why you prefer this method. The appeal is not lost on me, nor is it something I’m unfamiliar with. Where I disagree is that it makes a fictional world”more real” or that it gives more agency to the players.
I really do not believe I am the one with the blindspot here
As I said, that may not be the case. It could just be the way your posts come across.
I never suggested changing things was aberrant. Re-read my post. You are not understanding what I am saying at all
You said that not changing details prior to introducing them is crucial to this approach and it’s why a GM using this style would not do so.
Again this isn't an accurate description of the style. The players are themselves not generating setting content, that is for sure, but through their characters they are impacting the setting. And having a somewhat concrete setting is one of the things that allows them to change it. That does not mean things are not introduced on the fly, or that random procedures are not invoked to determine content. Those things are present too. But my point was, many of the important details of the setting, are there before the players interact with them. And the only reason I made that point, was to demonstrate that in this style, things can be real in the setting, before they become part of the 'shared fiction'.
Okay....so you have an idea for a villain. You have a feeling based on where this guy is and what he’s up to that he’ll be a significant antagonist for the PCs. You’ve given him stats and skme traits to bring him to life. He exists in your mind as a clear idea.
You introduce him in the game. In the same session, for whatever reason, you need to introduce a shop owner, so you make one up on the fly and intro her on the spot.
Is one of these more “real” than the other?
And this is not simply a matter of playing to find out what the GM has determined. The GM may know what sects are in the setting, what NPCs are in those sect, what towns are where (and many of the shops in those towns), where the imperial borders are, what the imperial customs are, etc. But the GM doesn't know what is going to happen. This goes back to posts like the Alexandrian linked article, "Don't prep plots". Events, adventures and situations arise as the players explore, interact with and contribute to the world through their characters.
I didn’t say you prepped plots.
It just seems that, as you’ve described it, most decision points for the fiction belong to the GM. Sure the players can go to this city or that area, but what they run into will always be what the GM wants it to be. How those elements respond to the PCs will be up to the GM. How social interactions will go is up to the GM, with perhaps some influence based on the player’s choice of description. And so on.
Where are the players’ points of input? Character generation? Deciding where their characters go? And what they do? Anything else?
It sounds very GM directed. And although maybe you’re taking that as an insult, I promise you I don’t mean it as such. It’s a perfectly valid way to play RPGs. I play some that way myself. Hell, it’d be silly for all games to play the same way.