Bedrockgames
I post in the voice of Christopher Walken
You are right and it is further complicated by the fact that I sometimes run games differently depending on the genre. If I am running a game in what I call "Chang Cheh mode" I am much more inclined to create a secret door on the fly, throw in a bunch of hooded assassins hiding in the wardrobe and under the bed, etc. If I am running in "King Hu mode", things are much more grounded and believable. I usually do try to convey to players what 'franchise' they are in before play so they understand not just the genre but the genre logic I may be using.I think also that Bedrock and I are similar but not identical in our preferences. That may confuse if anyone starts thinking we are a united front. I speak for myself only. Creating a secret door on the fly makes me wince just for the record. Fidelity to the reality of the world is paramount to me.
I will say though on the secret door, my point was not so much about the above, as it was about even if I am running a more grounded game, if the players go into a chamber and I look at the map and see no secret door, but realize that this was actually a mistake (for example it is just painfully obvious to me that the owner of said chamber would have had the time, desire, and tactical need for such a door: I don't mind going against what is on the page). But in my mind this is in service to the reality of the world.
That said, if I am running it in Chang Cheh mode, the physical reality of the world is less paramount than the emotional reality of the underworld they are all inhabiting.
Also there is a gray area here: the players go inside a residence you didn't plan in advance and you need to decide in that moment if a secret door exists