That's not narrative control; that's the player setting a goal and affecting the game reality through actions taken by his character -- actions that are observed, have consequence, and are within the character's abilities and range of choice. The player did not add to or adjust the reality of the setting -- the character did.
Authorial control would be more like the player saying "That is a stupid test! How about having a REALLY hard to find 'win' state if I roll high enough?" and the DM agreeing.
That change is outside the range of choice of the character and adjusts the reality presented originally by the DM in a way that cannot be attributed to the character.
You're setting the bar for narrative control awfully high.
In the situation that Hussar presented (or reiterated as it was mentioned before) the DM did not set up or even have a possible win condition - the player created one. That's hard to define as anything other than narrative control.
I suppose you could say when giving the scenario the DM hoped (but did not in any way state, mention, or even hint) that super secret option D (cheat the scenario to a win condition contrary to everything else presented or done before) was available and therefore it was not really player instigation and changing the scenario - but that seems a bit of a stretch.
One complication is that this (player narrative control in the game) is not a black and white issue. There is quite a possible range going on here whith most games falling along the spectrum. I think finding a game where players have 0% narrative control (from a real sense) would be just as rare as a game where players have 100% narrative control (I think such games exist, but D&D certainly doesn't readily support the playstyle).
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