This is curious. If it's not possible to tell you "your character would already know this," that seems to cut off an enormous amount of interesting stories that depend on, for example, having a cultural background in the setting. It's not really possible to establish absolutely every cultural value a character might pick up over time, nor is it (IMO) very interesting to have every single stricture and ritual of a particular religion narrated out to the party the instant they show up. But if (for example) you have a dominant religion in an area (as is the case in almost all D&D-type games), the player characters as a general rule should know that (say) white is worn to funerals in this land, or that a censer emitting blue smoke is a traditional sign that someone in the house just got married (a superstition about warding off evil spirits or whatever).
Do those things count as alienating you from the setting if you must be told that your character would already know it? If so, I'm confused how you manage to have characters that adventure in locations where their cultural background is relevant without either (a) just letting the player write that culture all by themselves, which falls into many of the issues I had had with my mistaken understanding of the dwarf forge (that is, unmoored from any fictional tethers and invented by the player for the players' benefit); or (b) literally hashing it all out collaboratively with the DM super far in advance so that you do already know basically everything relevant about your character's cultural history and awareness.
Couldn't a GM simply couch those things in terms of stating facts about the setting and not explicitly stating something like "You remember that..."? I mean, frankly I'm not sure I would care, but you're addressing
@pemerton's concern, so I cannot answer for him. IMHO though what is more likely to be at issue are substantive things that would be covered by terms like 'belief' or other character-defining elements of that sort. I think you could, for example, say to Pemerton "It is not customary for priests to eat meat on Friday" if his character is about to be depicted as opting to take a slice of the roast. His thought process is then "well, is my character a rebel or a conformist?" (or some other such thing, whatever). If you stated it as "Your character has trepidations about eating the roast, its Friday and he remembers his priestly calling..." that might be less acceptable, though I suspect we're not into the territory that is problematic at that point, yet. (I could be wrong, it would be OK with me, though I certainly don't want the GM telling me what my PC is concerned about in general).
So...that's pretty much exactly what I go for. Which is why I get so confused when I describe things that sound, to my ears, exactly like this, and am then told that obviously I'm just leading my players around by the nose and either using sleight-of-hand or guilt-tripping to make them behave exactly how I want them to behave.
I don't know, because I was not a participant in either your or the other DW games, so I have only the most general notion of things. In fact I recall reading your description of one of your games quite a while back in a completely different thread, I think. My recollection of the particulars is not sufficient to make me confident in advising you about it, though I dimly recall that there were some differences in technique, and
@Manbearcat seems to be very adept at certain techniques. I'm not sure I can say exactly where my own style and abilities fall in some sort of spectrum, though he did reject some statements I made, or at least had differences with them. Frankly, I think judging without being part of the game is almost a hopeless task, except in a very general way. You all should keep that in mind when critiquing each other. I'd suggest joining one of his games, if he'll have you, and seeing what YOU think.
It's also incredibly confusing to call it "player authorship" when the DM is still the author, they're just authoring "on commission" as it were, prompted by player actions (which may or may not be rolls--"golden opportunities" often come from unwise player choices, for example, and "exploit your prep" requires that you have something you prepped in the first place.) I also don't see, at all, how this is incompatible with (for example) drawing a loose overall map of a location, such as the map I just drew of the lost city of Al-Shafadir for the session we just had on Monday, with labels on it for a general, loose idea of the neighborhoods visible to the PCs. (It's inside a volcanic caldera and they entered near the rim, so they got a good high-level look at some of the nearby neighborhoods.)
I don't think that 'player authorship' is really a big thing in DW, not in terms of MOVES at least. It is a big thing in terms of the GM asking questions and using the answers, which is a different process. SL and DD, and AFAIK pretty much all the custom moves in stock DW, require the GM to do the telling, and at most the player is asked to embellish (tell us how you know this, or similar). What is VERY MUCH in force in DW is that the players are in charge of what the game is ABOUT. They decide their PC backstory, they decide their bonds, their alignment, their class and race. The GM is constrained in principle to building the story from this information, along with the answers to questions he is obliged to keep asking. This is where the focus of the game comes from in terms of characterization, etc. Remember too, when a GM makes a move, it is, for example, an 'Unwelcome Truth' in respect to what the PCs WANT TO HEAR. It might be pretty basic "you are out of water" and everyone has a concern with drinking, but that's a fairly weak GM move, actually, for that very reason. A stronger GM move is going to relate to the PC's concerns. The GM tells the Barbarian, who's "Herculean Appetites" includes "Riches and Property" that the sack of gold he's carrying is too heavy for the boat, THAT is a hard core Unwelcome Truth, though definitely a soft move. I'd call that the heart of what DW is REALLY about.
And it is easy for people to get confused about this, and mistake something like 'fronts' for the subject matter of the game. A front is a DRIVER. The Barbarian cannot get his gold into the boat. Why is this a problem? Because the Orcish Horde is only 3 hours behind them! The subject of the game here is not Orcish Hordes, it is "Will the barbarian give up on his love of gold, or will he instead face extreme danger in order to attempt to keep hold of it?" The orcs are nothing but a lever to use to put pressure on him, the subject is the character itself! It is in THIS sense that
@Ovinomancer's critique where he talks about 'interchangeable characters' is cogent. Characters cannot possibly be interchangeable in a DW game! The same action cannot possibly take place in the face of 2 different sets of PCs with different concerns, unless it is a very weak sort of action (IE the lack of water example above). An AP which simply says "whomever is here at this place at this time is offered deal X, and of course they accept because this is the premise of the adventure, which is about the content of X" is not a Story Game, because it is about X and the contents of the AP which follow from X, and not about the PCs. It may be that the character of the PCs DOES cause examples of play to diverge to a degree, but to the extent that they 'go off the rails' they are not really AP play anymore.
The players entered in an area serving as a market square--no traps there because it would be too much of a hassle to remove them if the city's former rulers wanted to return. But then they got a miss on Spout Lore, so they got to ask one question, knowing they wouldn't care for the results. Turns out this front square wasn't for keeping agricultural goods...it was for keeping slaves, hence there would be little treasure and painting the former residents of this city in a much darker light than anticipated. (It's known that genies kept slaves in the ancient past; this city apparently made it their stock and trade, which is somewhat worse.) Various opportunities to explore and learn presented themselves, and the party had to choose at one point between following some bizarre scorched footprints on the stone streets, or checking out some clear evidence of looters that had gotten to the city before them. They chose to follow the latter--but that means a golden opportunity to do something with the looters that I will exploit later. I had, of course, prepared for the possibility that there could be looters, which a partial-success roll proved was true, and had thought in advance about what kinds of denizens would be present in this city.
So, again, this seems to be all about the city. Now, I don't for a minute think that your brief summary here touches on all the various aspects of play, but where are the characters and their concerns here? Now, exploring the fantastic world is a theme of DW, but WHY are the PCs entering the square? What pressures are driving them here? Is it some agenda that one or more PCs has, a bond, or some threat they are responding to? I got just the one inkling of the PCs values when the slave thing came up, but was that really a question of character values or more just a generic judgment that 'slavery is bad' that is more a player sensibility thing? Does it put some sort of pressure on the characters beliefs or plans?
From a Doylist perspective, I prepared stuff for this adventure in order to meet OOC player requests. The Bard player was a bit worn out from being the center of attention for a long time, and privately asked for something lighter and fluffier where he could just relax. Another player had also requested more opportunities for combat, and we were going to need to re-introduce our Druid player who had been out of the game for about a year. I drafted up something that seemed a suitably engaging but light adventure (check out a recently-rediscovered lost city) that I knew would be of interest to at least two of the three current players both as players and as characters, and which would fit well with the Druid's unfolding story. It's something of a callback to the very first adventure they went on, way back in 2019.
OK, so probably it sounds like there are pressure points here related to the Druid at least. I think one area where you differ significantly from Manbearcat, if I see things correctly is in terms of pressure. DW really, IMHO, is written to run as a 'pressure cooker' (PbtA in general really). Every other minute at the table people are going to say "Uh, oooohhhhh!", because something Unwelcome has just been revealed, etc. If it isn't something ominous, then it is something actively threatening to someone (a hard move). There's little to no focus on dallying about the countryside having a jaunty trip to enjoy the sight of some ruins. Instead there's a time boxed hard march to get their, find some vital dohicky, and use it to fix some looming problem that threatens someone's something precious. That's just the sort of game that DW is geared up to be. So, maybe the general objection of Manbearcat is more that there sounds like a strong element of bouncing around the setting enjoying the view going on here. Maybe that's inaccurate, or maybe its a stylistic choice that is well matched to the desires of the players and its better to bend the game a bit than to try to make them conform to what some designer imagined (which is always the right choice, IMHO, though it might mean you could use a different system, maybe).