Aldarc
Legend
I don't see it as GM as spirit medium. I see it as the GM is literally imagining a spirit, and the players are trying to explore the spirit the players are imagining through a two way street of communication via the GM (Game Medium).

Little difference to me.

So playing to discover the GM's models? Either way, the major emphasis that repeatedly comes up in your descriptions of your play process is that the players are primarily engaging the GM, whether that's the GM's mind, notes, or models in order to suss out the world. The GM is basically the sole intermediary (and adjudicator) - i.e., the Pontifex Maximus, the Primate of the Table, the Vicar of Fiction, the Supreme Pontiff of the Imagined Setting, etc. - between the players and the GM's world in this process. IMHO, any formulation of "playing to discover X_____" for such a game will have to take stock of the GM as the predominate intermediary/filter of this fictional discovery process.But what the players try to assert they are doing in that mental model is an important piece of the exchange here. The idea is what the GM is thinking is a mental model of a world. On a small scale that is very possible. I can imagine a house with six rooms, what is in those rooms, or better yet, I can imagine a house with six rooms lived in by a family of four (and know who each of those people are, what kinds of things they like to do, and what they have in the house). And the players can force the GM to expand this model ("who lives next door"----which will force him to form a model of another place). My point is it isn't the telling of things that matter here. What matters is the models the GM keeps producing in his head, and how the players tackle that model. I can also imagine very broad scale a world (who the gods of the world are, what the rough sketches of its past are, what key places there are etc). This is where notes, maps, etc help the GM to elaborate on the mental model and pin things down for the purpose of memory. So the model can get quite extensive.
I didn't say that they are the purpose of play, but, rather, that they are meant to support that "Setting Solitaire" process, so to speak.Sure and these tools exist in a variety of forms (I mentioned my tables for having world events for example). But I think the issue is: this is not the purpose of play.
I suspect that to some the issue with the idea of this being "character drive-situational GMing" is that it can feel, again for others who aren't necessarily you, that the characters aren't so much driving the car, but, rather, sitting in the back seats of the car and making assorted requests of the driver. They may feel like they are making choices, but they are still at the whim of the driver. It may feel like a difference of semantics, but that's where the rub may lie.So if setting solitaire describes that the setting can be managed by the GM alone. That is fair, except the isn't the point of play. I can manage a setting in a vacuum I suppose. But what purpose would that serve? I can't really have this situation with Harkon Lukas come to life unless I have active players with wills of their own pushing against it. It just isn't the same. For me the fun is my own discovery as GM of what this whole situation leads to. Again, I would invoke here the character driven-situational GMing I spoke of earlier as a part of this process.
Have you tried Clocks?Also I want to be clear about something I just said: I think one could probably have a sandbox where the NPCs acted at dramatically appropriate moments, but I don't know how you would do it while avoiding the problem of it feeling like the NPC is just waiting for the players to show up at the lair at the right time, or the NPC is destined to appear at a dramatic moment regardless of what choices the players have made. I like to do genre, but this is one area I have been cautious around because, at least as far as I can see, it seems to undermine some of the living world assumptions I find important. I just might have not thought about it enough. Maybe someone has tackled this issue. What I find tends to happen with genre in sandboxes I run, is there are genre features and logic you can easily pull into a living world sandbox, and there are some that feel at odds with the core idea. I don't think it is a choice between 'historical realism' on one hand and 'flash gordon' on the other though