I live in London. Lots of dramatic stuff happens here but if I go somewhere I (a) aren't going to encounter it (b) on the very small off chance I did, it's not going to be an adventure.
I'm not a particularly dramatic character. If I created a character that could be considered dramatic, say a police detective (or adventurer), then I am actually making decisions based on what's dramatic.
Even if I was a detective, I'm still not going to encounter dramatic stuff just walking down the street. No adventure hooks with star crossed lovers when I'm going to get my shopping. In fact such a world would be highly contrived in such a way that it produces the dramatic. In fact more contrived than the RPG worlds I play in where you don't stumble on anything that could be called an adventure hook.
But when you sit down to play a game, do you sit down to play an ordinary person living an ordinary life in downtown London who would, even if subjected to a fully-justified call to adventure, be thinking to themself, "oh sweet Lord this is going to be SO EXPENSIVE" or what-have-you? Do you sit down to play a thirty-something office worker who's struggling with personal finance issues and just wants the annoying guy on the bus or the train (or what-have-you) to
stop talking for God's sake?
Like it's all well and good to use "this would be insanely weird if it happened in my real life" but...we
don't play games to look at typical people. 99.99% of PCs are anything BUT typical--either because they start that way, or because their lives
become that way, usually in quite short order. Even the ultra-grim-and-gritty early-edition PCs are crazies who dive into murder-holes hoping to get rich quick before the holes (or the denizens thereof) murder them. They are, already, by dint of
being adventurers, unusual people.
The existence of dungeons IS "this would be a good story." Perhaps this is what you are arguing, perhaps it is not--I'm a little unclear now upon rereading both what you wrote and what you replied to. So perhaps this argument should instead be directed at
@CreamCloud0?
On the second part, it would be good for the story, I don't do any of that because 'good for the story' can only mean I'm judging what's happening in contrast to other stories. Which means I'd be creating knock-off pastiche and not amateur art.
Would it?
Sincerely: Would it?
There is a distinct difference between "this
conclusion definitely occurring would be good for the story" and "this
inciting event would be good for the story". The former is setting a rigidly-fixed path and doing whatever it takes to ensure that that path is walked as you envisioned it. The latter is, as I've said previously, a
call to action--a spurring of the characters to do SOMETHING, whatever that something might be, to respond to a threat in the world around them. You don't care what the something is, as long as it's interesting.
That's quite clearly different from "creating knock-off pastiche", I would say. It doesn't need to have any particular association with any prior work (though I imagine many of us are familiar with a great many inciting incidents from fiction, which could inform this). Instead, it is the opening salvo of a
conversation--a conversation that cannot happen without the support and assistance of the other participants, namely, the players. Different players would produce a different conversation,
because they would choose differently--and each different choice then changes what the
next threat, the
next inciting incident, would look like, until in short order you have an experience that looks totally different even when starting from 100% perfectly identical components.
That's why Dungeon World has all those "dungeon starters" floating around out there. (Personally I don't find most of them all that interesting, but I'm picky when it comes to dungeon starters, I'll admit! Far too many of them are WAY too grim and gritty for my taste.) They're all an example of a common starting point, a common inciting incident, which functionally guaranteed will lead to
radically different adventures, even if the same GM runs the same starter, so long as the players are different.