I'm just a bit fed up with you (and other posters) misdescribing it.
I mean, you say it's not hard to understand that it is not map-and-key, GM-authority-over-backstory based. And then you say that the character "manipulated reality" and talk about "quantum runes".
It's doubly frustrating because you post apologetics and special pleading for similar phenomena in your own play.
To be fair, Micah did apologize for the manipulated reality bit, though I think their concern around 'manipulated reality' does come down tp that player authorship vs DM authorship divide you mentioned previously.
On the quantum runes part, not sure what they meant at it or how you feel it is musdescribed, to my mind the framing you've given said their were runes, their nature was not yet defined / authored, and the play process allowed them to be defined / authored, and by my understanding of what you've described, if the roll failed they may have stayed undefined as the scene may have changed enough that they were no longer relevant.
But until defined, there were a whole lot of possibilities of what the runes may have represented, and the play process determined what it actually was, but until that point, there nature was uncertain, and so perhaps could have been described as quantum, given a usage of quantum that has entered common speech as such as describing uncertainty of nature until properly observed (and I dont know enough to comment on how a accurate a usage of quantum that is).
Similarly though, on this basis could describe the outcome of a declared attack in dnd to be quantum, albeit with potentially narrower range of possibilities, until roll made and outcome determined - is it about hit, strong hit, killing hit, miss, fumble etc.
Personally I find the process for MHRP as described an interesting one, and one I think id enjoy as a player, but may have challenges shifting mindset to run properly as a GM, but as I stretch myself more playing games with likes of triumph and despair and having to determine things on the spot more, the better equipped I may become

one good thing about system being that I may only need to concern about such half the time, I.e. when a player fails check or does something to trigger a move on my side, and the players can shoulder the burden the other half
