I'm using it substatially the way it has been since the term first appeared in Adventure; inserting something into a scene by a player when it previously did not exist.
In
@Manbearcat's example of Spout Lore, all the player inserts into the scene is an attempt by their PC to remember stuff about Dwarven forges. Then they make a roll. Based on the outcome of that roll, the GM tells them something about the setting. All that changes in the scene at hand is that the PC's attempt to remember crystallises into an actual memory.
In it's authorship structure, this is no different from the standard adjudication of a knowledge check in 3E or 5e D&D. What differs is the principles that govern the GM's exercise of authority over backstory, which in turn dictates what it is that a PC remembers.
The earliest RPG I know of to (implicitly) adopt such principles around the GM's exercise of authority over backstory is Classic Traveller. Here is the Streetwise skill description from Book 1, 1977:
The individual is acquainted with the ways of local subcultures (which tend to be the same everywhere in human society), and thus is capable of dealing with strangers without alienating them. . . .
Close-knit sub-cultures (such as some portions of the lower classes, and trade groups such as workers, the underworld, etc) generally reject contact with strangers or unknown elements. Streetwise expertise allows contact for the purposes of obtaining information, hiring persons, purchasing contraband or stolen goods, etc.
The referee should set the throw required to obtain any item specified by the players (for example, the name of an official willing to issue licenses without hassle = 5+, the location of high quality guns at a low price = 9+). DMs based on streetwise should be allowed at +1 per level. No expertise DM = −5.
I have
never heard that described as "scene editing" or "quantum collapsing" or "disrupting" or "rearranging". Spout Lore is no different, except for not being as limited in respect of fictional subject matter.
Its actually an argument about play stance. If you're a player who plays from Author or Director stance, there's no intrinsic reason to object to doing this as player.
But not everyone is
This is incorrect.
What do I recall about Dwarven forges around here? is an action declaration that can be performed in Actor stance. Likewise, a player in Traveller can declare
I ask around the local starport and warehouse district to try and find the location of high quality guns at a limited price purely in Actor stance. But in DW for the first declaration, and in Traveller for the second, a process is then triggered which includes a roll by the player; and one upshot of that roll may be that the GM is constrained/obliged to exercise their authority over backstory in a particular fashion.
That's part of the WHOLE POINT of the some of these designs - it permits actor stance play, and uses that to generate constraints on the GM's exercise of authority.
Where DW may invite players to step out of actor stance is in the "asking questions" aspect: eg if the GM narrates "Rudgarr the barbarian is unhappy to see you - tell us what you did to piss Rudgarr off!", that invites the player to step out of actor stance. But that's not the same as Spout Lore.
I should add: I take everything I've just said to be consistent, and a working out, of
@Campbell's point that
Who gets backstory authority, when they get to exercise, and what they get to exercise it over are not trivial differences by the way. The division of backstory authority is one of the biggest differences from game to game. It's an incredibly meaningful distinction. A system that does not require the player to exercise backstory authority, but that does permit the player to declare actions that may result in constraints on the GM's exercise of such authority, is a different thing from one which just invites the player to exercise such authority, or demands that they do so.
And as I said, people you're talking to don't consider the GM and the players the same here.
I'm aware that some people have strong view about what sort of subject matter various participants have authority over. Vincent Baker spells out the significance of that nicely
here:
Roleplaying is negotiated imagination. In order for any thing to be true in game, all the participants in the game (players and GMs, if you've even got such things) have to understand and assent to it. When you're roleplaying, what you're doing is a) suggesting things that might be true in the game and then b) negotiating with the other participants to determine whether they're actually true or not.
So you're sitting at the table and one player says, "[let's imagine that] an orc jumps out of the underbrush!"
What has to happen before the group agrees that, indeed, an orc jumps out of the underbrush?
1. Sometimes, not much at all. The right participant said it, at an appropriate moment, and everybody else just incorporates it smoothly into their imaginary picture of the situation. "An orc! Yikes! Battlestations!" This is how it usually is for participants with high ownership of whatever they're talking about: GMs describing the weather or the noncombat actions of NPCs, players saying what their characters are wearing or thinking.
But a difference of topic is not a difference of process. Whether the history of the world contains Dwarves and their forges is regarded, by many D&D players, as something about which the players have low ownership and the GM has high ownership.
Writing
that the Orc dodged the warrior's sword blow is not a different process from writing
that the wizard remembered the secrets of the Dwarven forges. Both describe a character performing an action (one physical, one mental). Both implicate objects and persons that lie beyond the control of the character (the Orc did not create or control the warrior or their word; the wizard did not control or create the Dwarves or their forges).
Now do we want to start trying to introduce some jargon to describe the role played by different subject matters? Eg situation, backstory etc? Well I'm happy to do so, though it won't tell us everything there is to be said - the heirloom sword is as much backstory as the Dwarven forges, and nearly every D&D player accepts that the player rather than the GM can exercise authority over that. But in any event, the whole thrust of recent threads is that introducing this sort of terminology is impermissible and dismissive!