Scott Christian
Hero
Again, verisimilitude, as in a world that feels real, isn't served by following or not following your notes. That's stuff only you as GM will ever know. The players only ever get the world presented in play, and it's impossible to tell if a detail is from your notes or made up on the spot in play.
What's gained by sticking to notes is a feeling of constancy for the GM: the world is as you imagined it. That's fine, nothing wrong with it, but you're confusing a rich, detailed, engaging world with this feeling that it's like you imagined it -- you're confusing your view of the world as a GM as the same as the player's view of the world. I've been in tightly detailed worlds in games that didn't achieve verisimilitude for me as a player. I don't think that verisimilitude is at all connected to how well you stick to your notes as a GM.
I think you are correct. But in my experience, a cohesiveness among the group over a shared long term goal (stop the plague, find a way to slay the dragon, build a pirate fleet, or whatever) is lost. I have played in many states, with a lot of different groups, and most had outstanding GM's (incredible and incredibly lucky on my part). The ones that create as they go and let players follow their whims vs the ones that have an end game and steps (choices on which steps, but steps nonetheless) are very different. The frustration felt by players in the former is always greater if they don't have an end-goal. They may have ten adventures to go on, but that doesn't change the fact that they really only want one that matters to their end game. Just my experience.