EzekielRaiden
Follower of the Way
I think this captures my feeling on the subject as well, both as a player and as a GM.I reiterated the imagined instance of play of Apocalypse World, where the PC breaks into Dremmer's storeroom and encounters Pattycakes the cook. And then asked - to myself, so apologies for that! - why the players would feel that the fiction/world is independent of them, given that they can surely infer that, but for the 7 to 9 Act Under Fire result, the GM would probably not have narrated Pattycakes's presence in the same way.
And my answer to my own question was: the world/fiction feels independent to the players, despite their knowledge, because it is not under their control. For instance, it is the GM who tells the player that someone is coming; an, when the player has their PC enter the storeroom, the player encounters Pattycakes as a separate (imaginary) being, whose responses are not under the player's control.
As a player, I don't see or feel any difference between "the GM has revealed their notes which say that Pattycakes is behind the door" and "the rules call for a certain procedure, which invites the GM to reveal that Pattycakes is behind the door". Both of those seem equally independent of me-the-player. And this is why I would bring up the example of wandering monster tables. That seems to meet all the descriptive characteristics: it's something that isn't in the GM's notes, which gets called forth by a procedure (a roll), and in the vast majority of cases that procedure is triggered by actions the players took. The only difference, as far as I can tell, is that the dice were rolled by the player in one case, and by the GM in the other case. I don't really think the hand which throws the die makes a meaningful difference in whether the world is independent of the players. It's not like the players are making the dice say anything, any more than the GM is. It's still an element of the world, independent of the players.