To an extent this is true; and I don't mean to dispute the overall force of your comments.The problem with relating Story Now play is that any example is done Story After -- and it seems like you could have gotten that same thing with another agenda. But, that's the thing, everything that happened happened in the moment of play, and then the next moment of play, with nothing expected or planned. That something occurred is the most trivial analysis. HOW it occurred is the big difference.
But we can also home in on particular features of the retelling and notice what/who is present or absent in the decision-making. I'll focus on the BW one:
* Who decided that Thurgon's family and heritage matters, in play?
* Who chose that the geographic locus of play would become Thurgon's ancestral estate?
* Who triggered the encounter with Rufus?
* How was Rufus's initial reaction determined?
* Who decided that it matters that Aramina did not meet Rufus's gaze?
* How was Rufus's reaction to the things said by Thurgon and Aramina determined?
* How was Xanthippe's desire that Thurgon stay with her on the estate resolved?
* How was it determined that the Lord of Battle would deem it a worthy thing for Xanthippe to join with Thurgon?
* Who chose that the geographic locus of play would become Thurgon's ancestral estate?
* Who triggered the encounter with Rufus?
* How was Rufus's initial reaction determined?
* Who decided that it matters that Aramina did not meet Rufus's gaze?
* How was Rufus's reaction to the things said by Thurgon and Aramina determined?
* How was Xanthippe's desire that Thurgon stay with her on the estate resolved?
* How was it determined that the Lord of Battle would deem it a worthy thing for Xanthippe to join with Thurgon?
Each of these things is a key pivot in the play. And none of them has the answer the GM.
The first three were decided by the player. Likewise that it mattered that Aramina didn't meet Rufus's gaze.
Rufus's initial reaction was determined via the Circles check. His subsequent reactions were determined by the mechanics for Ugly Truth, Steel and Command. Xanthippes desire was resolved via the Faith rules. (The GM wanted this to be a Duel of Wits, but in the meta-duel the player outwitted him by having Thurgon pray instead!) And the Lord of Battle's judgment was determined via the same Faith check.
The GM made two key decisions: to present Rufus as cowed and serving "the master". This built on player authored backstory but was certainly not dictated by it, and I think it was a very deft piece of work by the GM, especially as he has only GMed a single-digit number of sessions (maybe half-a-dozen or so?). The GM also made the decision about what Xanthippe initially wanted from Thurgon.
In spelling things out like this, we can see some of the key techniques and principles that support "story now" play, rather than high concept simulationism.
When I compare to what I think of as mainstream D&D play, which as I have said is predominantly high concept simulationist but with pockets of gamist play, I see many differences. Here are some:
* There is no systematic process for the player to make some dramatic need (be it "big", like Thurgon's family and heritage, or "small", like Aramina never meeting the gaze of a stranger) the focus of play;
* There is no systematic process for the player to establish a geographic location as the site of play (because the game defaults to map-and-key resolution of overland travel);
* There is no systematic process for the player to trigger an encounter with a particular NPC;
* NPC reactions are, by default, determined by the GM, and as I understand it the social resolution process tends to be about playing on the NPC's needs and concerns rather than trying to impose the PC's conception of the situation on them (which is what was attempted, albeit unsuccessfully, in this moment of play) - perhaps unfairly, it makes me think more of Vance than of JRRT;
* The decision to pray for a miracle is purely about expending a resource and does not express anything beyond that, in contrast to what is risked by praying for a miracle in BW; and relatedly, the default is that the GM decides what the gods do or don't want and this is independent of and prior to the player's action declaration.
* There is no systematic process for the player to establish a geographic location as the site of play (because the game defaults to map-and-key resolution of overland travel);
* There is no systematic process for the player to trigger an encounter with a particular NPC;
* NPC reactions are, by default, determined by the GM, and as I understand it the social resolution process tends to be about playing on the NPC's needs and concerns rather than trying to impose the PC's conception of the situation on them (which is what was attempted, albeit unsuccessfully, in this moment of play) - perhaps unfairly, it makes me think more of Vance than of JRRT;
* The decision to pray for a miracle is purely about expending a resource and does not express anything beyond that, in contrast to what is risked by praying for a miracle in BW; and relatedly, the default is that the GM decides what the gods do or don't want and this is independent of and prior to the player's action declaration.
I'm not denying that 5e D&D can be drifted - as we've discussed before, I'm less sceptical in this respect than you, although you're judging from a sounder evidence-base than I am. But the drifting would have to happen! And I don't see much sign of it in what I read on these boards.