Scripted might be a better generalized description there
I don't think it really does a good job of explaining traditional play, but that's the gist of it.
If I wanted to talk about scripting I would.I’d say it’s being applied to the kind of game typified by the use of a map and key. Where a questions such as “is there a chest in this room” or “how long is this corridor” or “how many goblins are there” and so on are answered by consulting the map and key, or perhaps slightly less formally, the GM’s prep.
I’d think “scripted” would carry unwanted connotations of railroading and the like. And honestly, map and key seems pretty on the nose.
When I talk about the use of a map and key to constrain framing and resolution, I'm talking about the use of a map and key to constrain framing and resolution. It doesn't seem that complicated to me: it's a very common feature of RPGing.
The key can include a "script", or a set of descriptions for how things will work. Gygax flags the possibility on p 63 of his DMG:
A party can always flee an encounter if it gainst the first initiative. Whether or not the opponent party will follow in pursuit of the fleeing party depends on the following factors . . . What you, the Dungeon Mster, have stated in your key concerning the party, if applicable. This is first and foremost in ALL cases.
Tomb of Horrors is a module which includes a fair bit of this sort of scripting in its key.
Scripts can also exist outside of a map and key. The 3E modules Speaker in Dreams and Bastion of Broken Souls both provide examples: stipulated sequences of events, and/or responses to the PCs by NPCs, which in the latter are not part of a key at all, and in the former barely so.