In general I don't have any problems with leaving blank areas on the map and filling them in later (though the details of how those blank spots get filled in matter a great deal to me).
I find it interesting that in general the notion of having a map with empty spaces to fill in is very compatible with D&D (probably not all styles but at least many).
This helps push the Spout Lore move well into the realm of what I find acceptable. Player suggests 'X'. GM decides that's a good/interesting idea and uses it to fill in some of those blank spots you mentioned. IMO. This kind of thing in general is also very compatible with D&D (possibly not for all playstyles though).
It's amazing to me how much your description here sounds like how a player would describe a well run D&D game. You even go as far to emphasize the DM's role as narrator here.
It's descriptions like yours here that really make me pause and go 'are story now games actually being played all that different from D&D'? It almost seems to me like it's mostly a matter of presentation - where they get presented as inherently superior to a game like D&D and thus their actual differences tend to be a bit overstated to align with that sentiment (either by overly emphasizing such aspects in story now games or under emphasizing similar aspects in D&D games).
The point I'm driving at isn't that those games and D&D are exactly the same, just that the differences to me seem overstated and similarities seem understated - and I think that's driving much of the confusion and back and forth we see in this thread.
Anyways, thanks for your thoughts. They were interesting.
I agree that her thoughts were interesting!
But I can help dispel your notion that this game (this particular Story Now game) bears much resemblance to a D&D 5e Adventure Path game or an RC Hexcrawl or a Moldvay Dungeon Crawl (to name a few varieties of D&D) in the actual playing and the generation of content:
* Every_single_thing in this game was generated on the fly. Every bit of it. Outside of our initial map and the thematic contents of their PC creation (Playbook, Bonds, Alignment) and the general premise of the game, there wasn't a single bit of prep. Every moment of my framing, every consequence I rendered was made up on the spot!
* Some good (temporally relevant to the Forge) examples of this would be:
- The Journey moves prior to the encounters at Camp 2 created a shrine and cache with 2 young sisters in need on a desperate pilgrimage for deliverance from their woes
- A soft move (for framing during their Make Camp move) generated some douchey rich elites from the nearest (very wealthy...established through our play) city who were crappy to their porters and to the PCs and their new charges (the young girls were taken on by the PCs...all of this was a challenge to Bond/Alignment/Playbook stuff from the Paladin...this triggered a social conflict during Make Camp and created subsequent framing downstream (show signs of an approaching threat) a few days later when their Undertake a Perilous Journey move came back online.
- Social moves at the archeological dig site of camp 2 (these were laborers and a lead scientist and a team of engineers from Maraqli's academy) created an enormously adversarial orientation of the lead scientist toward the Paladin PC which Maraqli had to intervene in (to date, this was the inverse of their typical social conflict M.O. they had to date where the impulsive Wizard would quickly escalate things...the absolute inverse happened here!).
None of this is even getting into the climb of the mountain, the Wyvern and her partner + brood (and the social conflict there), the animated bone dragon and the carnage it wrought, the repair of the camp and triaging of the wounded/dead...and then the Spout Lore move that triggered an absolute deluge of conflict and backstory!
This stuff all was 0 prep + the standard structured freeform play of PBtA games which creates snowballing thematic content and conflict where you have very little time to come up for air.
This resembles my 4e games very much.
It in no way resembles my Moldvay Basic games.
It in no way resembles my RC Hexcrawls.
It in no way resembled the massive AD&D and then 3.x Setting Tourism and BIG Metaplot FR + Sigil Sandbox I ran for 8 (rotating...I only GMed for 4 at a time) huge FR fans from 1997 to 2004.
It in no way resembled the 5e Hexcrawl I intermittently ran for a flakey GM from 2015-2017.
It resembles some parts of my Torchbearer games but in other ways they're extremely different.
I think if the Spout Lore conversation has proven anything (as a mere microcosm), it has proven how various means of structure (conversation broadly and the play loop specifically), system architecture (agenda/premise + principles + rules + build + reward cycles), and cognitive orientation of the participants create a profound differentiation between various forms of D&D!