Faolyn
(she/her)
Well, the point of my question isn't secrets; I was just using them as analogies.1) It would depend, in both cases. Generally, BW is very traditional -- the GM would be responsible for scene framing, including describing the setting, but it's possible a character's lifepaths or relationships might make the description something that could come from the player. For instance, the character is a guard in this town or their brother, who they have a relationship with, owns the inn.
2) Yes, there could be a secret basement kobold fighting ring, but this would only be germane if it was related to the situation in the game and the characters' beliefs. Maybe the situation is that there are dead kobolds popping up down by the river and a character has the belief that "Robert the Tavernkeeper is hiding something foul; I'll uncover his nefarious deeds!" It would be totally reasonable for the secret basement room to be brought into play. If no one's interested in this and the game's not about it, then it probably wouldn't be brought into play, save maybe as color. For the guard schedule, if it's not important, then we're in a "say 'yes'" situation; whatever the players propose is fine. If it matters to something else but isn't the focus of the scene and the GM doesn't know, we could be dealing with a Die of Fate situation (basically, a 1 in 6 chance of whatever being true -- is this door locked? are there guards here? -- I used this whenever I wasn't quite sure where a player was going with something and it hadn't been established in play). If it is important, then I'd expect players to scout and research and do all their normal due diligence in planning how to approach the guard tower and we'd go from there.
As far as secrets, BW is less suited to revealing secrets of these types than other games. It doesn't do dungeon crawls particularly well, and it doesn't pay off excessive prep. It's possible for there to be surprises, and maybe that's a better thing to think of than secrets?
Here, Micah asked why the PCs couldn't just get the guard schedule, and Pemerton replied that such an action would be "highly GM-driven" and "all the fiction comes from the GM." And, with what else has been said, that this is a Bad Thing for Burning Wheel. OK.
But according to you, the game generally expects that--like in most other systems--the GM will describe the the bulk of setting, and also that the players can decide what the schedule is (which doesn't need to be more in-depth than "the guard you're looking for works at nights) if they want to. This means that the proposed scenario is no more GM-dependant than what is considered acceptable in BW. So I don't get why Pemerton was opposed to it.
So now we're only left to wonder why Pemerton says that something like a heist--designed to further the PCs' goals, because for whatever reason, they need the schedule to get past or otherwise deal with the guards--is "low stakes". Sure, it's doubtful that a PC has a Belief that's literally about getting the schedule, but getting the schedule could very well be a necessary step in, for instance, uncovering Robert the Tavernkeeper's nefarious deeds, which is one of the beliefs of Sir Hypo of Theletica. I assume that the game allows the PCs to crack a few low-tension eggs in order to make some high-tension omelets.
(Edit for some clarity)
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