Your example is not active scene-framing. The players are trying to take an action - a low-stakes one ("stay awake outside the cell hoping the assassin might talk in their sleep) - so that the GM can give them more information about the backstory the GM has prepared. It's basically the anithesis of active scene-framing.
Here's a thread about scene-framing techniques used in D&D:
D&D 4E - Pemertonian Scene-Framing; A Good Approach to D&D 4e
I'll say something about some of the episodes of play that I've talked about upthread:
When resolving Aedhros's night-time activities in Hardby, or Thurgon's reunion with Rufus, my goal as a player is not
to learn how the guards in Hardby (as imagined by the GM) treat nocturnal singers or
to have the GM tell me about Rufus. These are not puzzles to be solved, or challenges that I will solve via choosing an optimal set of maneouvres. As you say, it's about
visceral experiences that make me feel like I'm there as my character, experiencing hopes and failures.
Ok, chore's done, so I think I have some time to engage directly with this as I think it points to an
extremely important clarification.
You have made claims you know very well how sim play works. You have quoted extensive time playing Rolemaster and experience with 4ed to support this. If combining 3ed and 5ed I am pretty sure I have played over 1000 hours of WotC era D&D DMing way more than half of it. I have absolutely no clue about encounter balancing, high level 5ed play or effective builds. All of these quite central to many that is playing D&D but just have not been relevant to the
kind of game I have been playing.
I think I know a thing or two of how to make the world feel alive and organic given the feedback I have gotten from players, though.
So the question I want to ask is:
What kind of sim play do you have extensive experience and competence in? I think someone else might have asked you something similar, but I have not observed the answer, so sorry if you feel I ask you to repeat yourself.
To highlight what I am talking about, consider the scenario I proposed previously: Alexander the great at the height of his military power is time traveled to 0AD Greece. Consider these two games:
1: The players are curious to find out how this scenario play out on a grand scale. Will the roman more evolved tactics obliterate the army? Would Alexander manage to use the leverage to position himself into some important political position? Which established political character of that age is most likely to have needed to concede power to Alexander in that case?
2: The players are curious to find out how this situation would feel from Alexander's viewpoint. How would he come to terms with finding the empire he built had fallen? How would his first meeting with a Roman emissary play out? Would he feel like he was among his own people when walking the streets of his home town?
Both of these games would from my understanding be very likely to give sim dominated play according to GNS from my understanding. But I think it would be clear to everyone that can think for themselves that these two experiences are wildly different, and that focus on one set of questions by necessity would steal time from focusing on the other set of questions.
What you appear to describe is that active framing can be a effective
tool for the second kind of game. I completely agree. And if you manage to clarify that this is all you have meant to say all along, I think this is indeed very uncontroversial. However the way you have formulated yourself has made it very easy to interpret your claim as being that the techniques you have proposed are useful for
all kinds of sim, including the first example. I think this is where the push back is coming from, as that is at least
far from obvious to me.