I also don't view the competition as bastardized, as I and my players view roleplaying your character properly, even to the detriment of character and party, as good roleplaying. The competition doesn't override good roleplay. Roleplaying is a part of that competition and helps define it.
That means that if my PC doesn't know about troll weaknesses, it's good roleplaying to portray that in character. You may disagree and that's fine. People have different views and desires when playing the game. My way doesn't become bastardized or lose the discovery aspect I mentioned just because you view things differently, though.
On Competition
So what you're saying here is that in your table's hierarchy of play priorities, (your perception of) "good roleplay" is a higher priority than "competition". To wit, when play at the table puts these two priorities at tension, "competition" becomes subordinate (possibly to the extent of rendering it null) to (your perception of) "good roleplay".
Is that correct? (if its not, I don't know what you're saying here, so I'd appreciate clarification in terms of play priorities and tension).
If that is correct, I don't see how it disagrees with what I wrote at all. I said the following:
a) Competition becoming subordinate (to anything really) challenges the authentic agency of the participants in dictating outcomes as an expression of their competitive interests, which in turn causes this particular moment of play to lose its "competitive integrity" (because competition in this case is a binary thing...just like with an egregiously bad call in sports completely changing the trajectory of play/dictating outcomes and undermining the participant's agency).
b) Do something else so you don't have Competition and (your perception of) "good roleplay" at tension (eg if "Trolls vulnerable to fire" isn't an adventuring zeitgeist that social creatures pass on from town to town to town to town until it becomes a foundational premise for travelers or defenders of the wall or spook stories alike...then change your Trolls to be vulnerable to Cold Iron, Silver, Radiance, et al for this game).
I didn't misunderstand. I was offering a different viewpoint, and a failure to understand different viewpoints is where these discussions tend to go wrong. When I already know something as a player, but my character doesn't, I am indeed discovering what he knows via those activities I described. For me discovery is happening. For you, not so much.
On Discovery
So I'm going to frame this in terms of Dungeon World because it does the best work in communicating my meaning.
End of Session
When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:
Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each “yes” answer everyone marks XP.
See the bolded question above. This is the one I'm referring to. Pretend you're a player in Dungeon World and you have to answer that question. Any good Dungeon World End of Session move is going to have each player answering this question as "yes" and then depicting their answer.
Could you depict how you would answer this question if you were a player of an orthodox Troll encounter and you (the player) already knew that Trolls were vulnerable to fire but you've decided that your character did not.
In case you need reference, here is an example of an answer for the PCs in one of my past Dungeon World games to that question and the brief game context for how this Discovery emerged in play:
* Did we learn something new and important about the world?
There is a Fey Crossing smack in the middle of the Coldlands that cuts dead into the heart of the Vale of the Long Night, the territory of the Winter Fey.
The Arcane Duelist in my game used the Cast a Spell move as the following:
Contact Spirits Summoning
Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.
Cast a Spell (Int)
2, 3 + 3 = 8
I'll take the complication:
You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
This complication triggered a soft move from me. The PCs were looking to alert the Feywild about a Far Realm incursion into their home realm from the material world. They got their alert, but their alert manifested as the malign presence of the Winter Court and specifically an Eladrin Fey Knight and a noble Bralani. Summer Court vs Winter Court wasn't a thing in this game. After a parley turned nasty because of snowballing move complications (and ultimate failure) between the two Summer Court Elf PCs and the Winter Court, it became a thing (a new Front in DW parlance).
So this move complication created a Discovery...which snowballed into a Front (new source of antagonism) that wasn't a part of the game prior.