The short, easy answer is that it's all there for me to use or ignore as I like. I didn't have to take that job.
The city exists for me to use for my goals. Whatever I decide, the city is a resource to help me achieve that. Whether it's simple outfitting, finding a contact, going to the library to research information I need/want, or whatever, the city is there for me(and the other players.)
The merchant and his story exist to give me options. I can opt to help him or not, make him a contact or not, purchase from him or not. It's my choice and his existence is there to facilitate my goals if he is capable or to ignore in that regard if he's not.
Equipment and hirelings are covered by the above as well.
Encounters, random or otherwise, serve as a challenge for my character and to help him grow in power to accomplish his goals.
The map and key I don't see in your story, so I'm not sure in what context they came to me. However, they are potential resources to help me achieve my goals. Perhaps I need money and/or goodwill to accomplish what I want to do in the world and they can help me.
What situation in the city when I return? Wanting to speak with the king? If so, that's my choice.
The conversation with the chamberlain is simply game play. Sometimes you succeed and sometimes you don't.
These are word games. All you are trying to do is take a common tool in pretty much any play and tie anything that happens to it to force this argument that players are playing to discover the GM's notes. Take the chamberlain rebuffing the players: that isn't in the GMs notes. The Chamberlain rebuffs the players is something that emerges naturally once the chamberlain is introduced (and the existence of a chamberlain may not even be in the GMs notes at all, that may be a figure who organically emerge's as the players interact with the palace and the GM has to think more clearly about who is there. And this exploration is a combination of the players making choices, deciding where to go, as they explore and push against the world the GM created. They are not playing to discover the GM's notes, they are playing to explore and interact with the GM's world, and the notes are just a tool for helping to track what he or she has created. Again, these are word games, in service to denying the value of play styles you don't like or that you think are lower than other types of play styles. This is extremely obvious and it is extremely questionable rhetoric.
@BRG
I'm just going to lead with this. Look at your post. That entire thing is challenging my integrity and impugning my motives. The entire thing.
You get to a point in these conversations where you and I nearly always arrive here. I don't do this to you (I don't recall ever doing it actually) but you seem to very often arrive here with me and this is just more de ja vu. Just please throttle it back.
Alright, onto talking about TTRPGs.
I've puzzled a bit on what the disconnect is here. Why there is this inability to communicate and these hard feelings. Here is what I've come up with.
"Play to find out what happens" is (a) not the exclusive priority of play in Dogs, x World games, and Forged in the Dark games.
"Play to find out what happens" (b) could trivially be taken offense at. For instance:
"Oh so I'm just beholden here to
whatever happens with no agency? I'm just strapped in as a passive audience member with no input into 'what happens'? I'm just watching stuff unfold...just
finding out? Is that it? Is that what you think is happening in my games?
No buddy. I'm MAKING STUFF HAPPEN. And I don't appreciate your disingenuous rhetoric!"
So, to address (a) as it pertains to our discussion on GM notes:
Obviously "finding out what is in the GM notes/prep" is just the inversion of "playing to find out what happens." Put another way:
"This game is prep-intensive with pre-established, high-resolution setting, adventuring sites, NPCs, puzzles, mysteries...this stuff exists before play...this is the significant bulk of content generation in this game (before play, between sessions, not at the table during play)...uncovering it > engaging it > resolving it > defeating it > reorienting it is the primary point of play."
Contrast with "play to find out what happens":
"This game is so prep light that it nears no prep territory. The setting, adventuring sites, NPCS, puzzles, mysteries emerge in the course of play. Almost all of the content generated happens during play...discovering it > orienting it > engaging it > resolving it > defeating it is the primary point of play."
So a few differences here:
- When content is generated.
- How content is generated.
- Prep-intensity.
- The track as it pertains to content. Discover vs uncover (everyone at the table is discovering it simultaneously in the latter form of play) + REorient at the end of play in the first with orient at the beginning of play in the latter (because there is an orientation already established in the first while the 2nd has no orientation up front and must be oriented during play).
Just one quick example and then I'm tapping out and someone else can respond/run with this for awhile (I'll be back on tonight most likely):
In the first, that chamberlain (yes, back to the chamberlain of yore!) is
uncovered. He has already been derived as a piece of content. He already
has an orientation.
In the second, that chamberlain is
discovered. He surely exists (kings have chamberlains of course) but he has to yet to be derived as a piece of content. He
has to be oriented right now.