This seems to identify the GM as analogous to the author (if I've read it correctly).One of the most important differences being that the protagonists aren't under the control of the author. In the literature that inspires D&D, the author favors the protagonist and insures that whatever happens and no matter how unlikely this outcome is the protagonist wins. Obviously, this doesn't make for a very good game, and Gygax disparages game authors who take that stance.
I tend to prefer an approach to RPGing that views the players as authors also.
But not a map of the dungeon. And not in the field. He's sitting in his study talking to his counsellor. Also, it is obviously an authorial device to introduce the world. The equivalent in an RPG might be a brief introductory vignette for the players.In the first Conan story, when we first meet Conan, he is engaged in updating a map!
An RPG could incorporate this, of course. And some do.The actors of the story are generally competent and when being proactive, assumed to have "reasonable gear" such that the only time the gear needs to be mentioned in when it is lacking for the task on hand.
My last campaign resembled this. It makes for a good fantasy RPG (in my view, and presumably yours!).My strongest literary sources are Tolkien, Lovecraft, and the brothers Grimm.
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Since my inspiration comes from Tolkien and Lovecraft, the goal of the investigation is usually to save the world or at least your peice of it, and very often what you are saving it from is someone who has learned or desires secrets that mortals were not meant to know.