I guess then what I would say is, while this has potential, it's going to look even more radically different than the Story Now revolution looked compared to the games of its time. As in, I'm not sure it would be meaningfully comparable to D&D at all anymore, whereas there's some pretty obvious parallels between PbtA and D&D.
I'll add my extended edit here, to expand on this. I added that it's worth observing the detail of
where authorship is exercised. The following are all up for authorship: subject(s), directions of exploration, what is found out. An illuminating example - that helps see the possibilities - is where the player-characters are
intrinsic to subject... where they in some sense
are the subject. Positioning players exceptionally well to author details of subject and what is found out.
Direction of exploration - what questions are asked, and how they are asked - is usually open to player authorship. What is found out will either be an imaginary fact -
ceteris paribus all are equally well positioned to answer - or a referenced fact - where significant knowledge and perspectives that deserve a hearing may be held by anyone.
I assume you already know of Microscope? That feels like it's at least reasonably close to what you're looking for in terms of "setting tourism" and all of the players "establishing" facts that then feed into future fact-establishing. It starts at a very high level and allows zooming in to almost any degree desired (which I believe is where the name comes from), so it can handle fact-establishment as big as literal continents and laws of physics and as small as specific descriptive elements of a single object of importance (e.g. an artifact.)
Yes, numerous game texts are starting to fill this space, but for myself the basics were already present in actual play at our table of much older designs. Bushido would be one of my standout examples. Folk can have in mind some sort of high-GM authority low-energy play and call that sim (worst case, meaning all of sim, entire, and everything it shall ever be.) Sim play is no more inherently low-energy than any other form!
When we played Harn, we all knew different facets of dark age and medieval European history (some of us were literal students of it.) Everyone would chime in
and be listened to; becoming authors of their part of the world ("part" could mean a territory, a cultural facet, an organisation, a technological facet.) And this was all perfectly normal. It came directly from our collaborative approach to wargaming campaigns.
But...well, in line with what I said earlier, I think there's a reason this hasn't (and perhaps won't) get the sea-change that Story Now got. Beyond the obvious problems of either time-travel issues (that is, being allowed to edit the past, with all the headaches that causes) or being "locked in" (not being able to edit the past, so it becomes a read-only block), there's a pretty simple question of...what's the point? With gamist stuff, the point is to play the game better, nice and straightforward. With "Story Before"/trad play, it's about reaching the climax of a well-crafted story--same point as watching a film or reading a book, hence the many comparisons to those mediums. With "Story Now" play, it's about being in the protagonist seat when each climax occurs. In all three cases, there's some kind of purpose or destination or other thing to metaphorically aim at. It isn't just the act of doing the thing; it's also that doing the thing gets you to somewhere or something.
So the point is elevated appreciation and understanding! The essential problem with Edwards' take is that he mistook a core technique for the creative ambition. It's like saying fiction-first is the actual creative purpose of storynow. It's right to include core techniques in the agenda, but wrong to believe they are locked to that agenda as the creative purpose. But then, I can't easily forget that Edwards wrote “That would give us Gamism and Narrativism as "real" RPG goals, and Simulationism as a historical, perhaps even regrettable artifact of bad design.”
There's no real effort that needs to be made. Nothing that folk today aren't already applying in their roleplaying. Read Stonetop and watch Strandberg's Blinding Light series for example, and tell me that it doesn't twinge some simmy feelings in you. Or run RuneQuest: Roleplaying in Glorantha
paying actual attention to runes and passions. Or Pendragon, of course. Play some Fantasy Flight L5R or Free League ToR.
This is of course from a position that
story is not in conflict with exploration, and what sim is about foremost is exploration. Both are roleplayed, and both sup upon the fruits of immersion. This was what Gleichman argued from the outset.
What, beyond the act of fact-establishing, does this "get" for the player(s)? An established setting? That seems like it just goes back to what you find so troublesome, that is, your feeling that (process) sim is in some sense seen as "lesser" than gaming-qua-gaming and gaming-for-story, because a setting alone is kind of pointless unless you then use it for something else.
I don't really catch your question or criticism here. Can you put it another way?