In Apocalypse World the players have no authority to narrate consequences of checks - with the handful of exceptions that I posted upthread.
However, (i) there are clearly articulated principles that govern GM narration, and (ii) there are very clear rules about when the GM is expected to narrrate. Some of those rules can be player-initiated (eg making a successful check to have their PC read a situation).
In the D&D case, the rules that determine when a GM is expected to narrate are less clearly stated, but are not wildly different in terms of their triggers. They tend not to have the same specificity of content as many of the AW rules (eg the player can't oblige the GM to narrate which enemy in the scene is the biggest threat), although some come close (eg use of a Wand of Enemy Detection).
Even where some rules come close to AW, they are not identical. Eg in D&D the GM is typically free to specify (either expressly or perhaps notionally in his/her notes) that one particular enemy is wearing an Amulet of Proof against Scrying or has just consumed a Mind Blank potion or similar, such that even though the player has done everything right to trigger a given narration (has brought it about that his/her PC is in the right position vis-a-vis the enemy, has declared use of the Wand in circumstances where it's established in the fiction that the PC knows the password, has deducted a charge from any running tally, etc).
This then leads into the question of principles. The principles that govern when it is proper or improper for a GM to make a decision like the one just described (ie that the enemy has some ability that blocks enemy detection) are pretty amorphous. Certainly for the game as a whole (eg its texts and received traditions) and even at any given table they might be pretty amorphous also. This is a special case of the general point that the principles that govern how a D&D GM should narrate consequences are far less clearly articulated than in AW,
I don't feel that authority is all that helpful a framework of analysis here, in part because both AW and D&D are desgined primarily as leisure activities for friendship groups and hence rely very heavily on informal social dynamics for distributions of power. For instance, while one might say that the GM of AW has authority constrained by the stated principles in a way that itsn't the case for D&D, in the sort of informal contexts in which RPGs are typically played I don't know that texts on their own can do the sort of work that they do in (say) legal and bureaucratic contexts.
What I would say is that, when one looks at the texts, the received traditions of play, and the resources that are provided to various participants, it is going to be challenging for D&D to emulate AW in the degree of constraint on the GM. I'll explain this further in relation to the Wand of Enemy Detection. In its resolution, the player-side ability that is gained when (in the fiction) a given PC has such a wand is what Jonathan Tween and Ron Edwards have called a "karma"-based ability - that is, when it is used it just works by fiat.
Likewise, the Ring of Mind Shielding and similar anti-scrying devices in the fiction give rise, at the table, to karma-based resolution: they simply trump the Wand. And all these abilities - both scrying abilities and scrying defences - are a result of character fictional positioning (what items does this person have in his/her possession). So to work out whether or not the player's karma-based ability to detect enemies works, the GM has to make a decision about a NPC's fictional positioning which then determines whether or not s/he has a karma-based blocker. How can that decision be constrained by principle? How can we avoid the risk that the GM's deciion about NPC fictional positioing ends up hosing the players? (Even if the GM is well-intentioned.)
I don't think we can.
Contrast the AW case, where the relevant question - can I spot the most dangerous enemy? - is resolved by an open check. If the check fails, the referee is free to introduce some psychic complexity or mind twisting stuff as a complication if that fits the established fiction (AW has the world's "psychic maelstrom" as part of the setting). If the check succeeds, then one thing we know is that the most dangerous enemy didn't have any sort of illusion or anti-detection ability or the like to stop the PC learning what s/he wanted to know.
This resolution framework makes it much easier to have clear principles that constrain the GM's narration.
So the upshot is that I'm a little closer to Fenris-77 on terminology but I think considerably closer to Ovinomancer on the substantive issue though perhaps for slightly different reasons - namely, a close analysis of how the two systems actually work. (I've only looked at one example, but I know the mechanical structure of D&D well enough to be confident that it will generalise. The exception to that generalisation is D&D 4e, because it's skill challenge system is closer to AW in some of these key respects - to begin with, it's check-based (what Tweet and Edwards call "fortune"-based rather than karma-based.)
Well, said. However, I'll take a small issue with your first sentence. In AW, players do not have the authority to narrate consequences, but they DO have the authority to BIND how the GM narrates consequences. This doesn't exist in D&D.
Thank you, as well, for bringing up spells and magic items -- those parts of D&D that have discrete packets of rules attached. I had, at one point, thought to talk about that but had forgotten. As you note, spells and magic items come closest in D&D to binding GMs in resolving actions using them. And, as you note, although I dislike the term 'karma' to describe it, these actions don't involve checks for success failure (usually) but instead have their own discrete counter rules to defeat them. In good faith play, the deployment of a spell during an action by a character does bind the GM into either narrating through the result according to the packet or narrating a failure through one of the discrete counters. Thus, deploying spells (and magic items) do afford the player some binding authority over the GM's narration.
That being said, I think you treated well the discussion that the GM is free, in the moment, to ad hoc determine that one of those counters is present. There is even some loose guidance, scattered throughout the editions, to do so, in dramatically appropriate moments, if it would prevent an important challenge from being too easily circumvented. Thankfully, this guidance doesn't appear in 5e, but neither is it expressly discouraged -- it exists still under the general aegis of GM decides. So the player declaring an action deploying a spell does gain some authority, but it's immediately eroded in that there are ways to prevent success that are entirely under the GM decides umbrella. Ultimately, while the authority limits the ways in which success or failure can be narrated, GM decides is still the order of the day, in 5e, for success or failure. Further eroding this is that the GM is under no requirement to explicitly explain a failure, so a player may have no good understanding of why an action failed. This is true even in the good faith play assumption due to the nature of how secret fiction works.
AW, as you note, is different, in that once dice are rolled, the outcome is absolutely binding on all participants and further will be transparently so. AW doesn't just accomplish this via the way checks work, though, and an AW scene is usually not analogous to a D&D scene. AW requires the GM to frame a scene into a dramatic moment with consequential outcomes. There is no, for instance, scene in AW where you're at a junction in a dungeon (or ruin, genre adapt as you like), and the choice of great consequence is left or right. This means (and I know you know this
@pemerton), that when you play in AW, it's going to be for the marbles all the time. This is why AW doesn't allow "no" responses from the GM except in narrow circumstances (inappropriate to genre or established fiction action declarations, frex), and why AW can allow player sided introductions more easily -- each scene directly builds on the last, but doesn't generate a wealth of small details that are easy to lose.
D&D, on the other hand, with it's strong focus on exploration, has many small decision point that may or may not build into a climax. The nature of this exploration means there needs to be many choice points outside of a dramatic scene, and that those choice points will usually be detail determined -- is this door locked, trapped, has bad guys on the other side, etc.. This means that, in D&D, the GM does need to both deploy some kind of secret fiction to be explored AND be able to say no, usually often, to action declarations.
Fundamentally, you're telling two different kinds of tales using these systems, and in different ways. This is why I keep trying to drive at what D&D does, and how, and who has authority. It's not an attempt to denigrate D&D -- I'm running again in a few day, so I clearly enjoy the system -- but rather to establish that D&D is, indeed, a limited game and note the limitations of it. There's a wealth of fun inside the limitations -- a huge expanse of things you can do and stories to find -- but there are definite limits and they're closer than one might think they are. D&D isn't terribly flexible, though. And, that's fine, because it does D&D so very well that one can have plenty of fun without having to flex. Honestly, PbtA games and, my favorite, BitD are even less flexible games -- Blades especially. They have more narrow focus, but, because of that, can really dig into that focus and do it very, very well. Even if you consider the Dungeon World vs D&D, which are very thematically similar and deal with the same tropes and concepts, the outcomes of these games are very different, entirely because of both where and how the rulesets focus. You cannot generate a DW game in D&D, just as you cannot generate a D&D game in DW, but there will be many similarities in theme in the stories they produce.