My own view is that "logically" designed worlds tend to have less verisimiltude - and far more symmetry and order - than the real world. Just confining this point to architecture and urban design - I've seen cities (eg Fez) that are as "illogical" as antyhing that the play of an RPG is going to throw up; and there is a public building not far from where I live that has enough "staircases to nowhere" (as a result of renovation and refitting over the years) that I would't be surprised if one of them did have a secret door at the top of it!
And I believe that to logically design a world, you have to account for such things. Regardless of how random many things seem, the staircases to nowhere were built for a reason. Logical doesn't mean ordered. But one of my pet peeves in books, movies, TV shows, etc. are the things that are done for convenience regardless of whether it makes sense at all. In some cases it's the entire premise, in other cases it's a lack of knowledge, or just not caring.
I'm not going to pretend that my world is better designed than anybody else's. But it's a world that largely makes sense to me, which makes it easier to sell it to the group. More importantly, that consideration and time spent does help with consistency which is very helpful in a game where everything happens in our imaginations, with each person's imagination being different.
You said that I insist that there can't be changes. But I don't insist that. I simply asssert that the GM having the power to rewrite his/her notes on the fly, or to make up new stuff which has the same status, for play purposes, as if it had been in his/her notes, doesn't change the distribution of agency that is my principal concern.
No, I said it
seems like you are insisting. So you can say it seems like your asserting. Since they are, in fact, synonyms I'm happy to go with whichever you prefer.
That is not how that particular episode of play was resolved. The player asked "Is there a bowl in the room." I could have said "yes", but didn't - because the stakes here were meaningful for the PC, and a basic principle of "say 'yes' or roll the dice" is that when the stakes are meaningful then a check is called for. So I asked the player, "Are you declaring as Assess action?" (the particular nature of the action declared has implicaitons for action economy in that system). He answered yes, and then when it came time for the action to be resolved he rolled a Perception check against the difficulty I had set (pretty low, on the grounds that a bowl or were would be a likely thing to be in a room where an badly injured person is recovering).
Of course you did. You decided that the situation warranted the possibility, and set a DC for it. It's not a question of whether you said yes, no, or yes...but. You still made the decision that there was in fact a possibility, and what the probability was. You let the dice make the final decision, but without you giving the go ahead, it wouldn't have happened. And you could have set the DC much higher, but again it wouldn't have happened.
That's no different than what I'm talking about. If I had placed a bowl in the room ahead of time, I could just say yes. If I didn't think about placing one, I could do exactly what you did.
The player succeeded on the check, and hence saw a bowl. I, the GM, did not make the decision about that.
I take it that you mean it's not relevant to you. It's relevant to me, for mcuh the same reason that the difference between a conversation and a script is relevant.
Yes, but also that where it's most relevant - the experience of the players at the table - that the end result, the "product" is more important than the process to deliver that product. To you, the process seems to hold equal value. Which ultimately means that we'll have to agree to disagree here.
I'm not sure what you mean by "drama: here.
A PC I am currently playing has Cooking skill and an Instinct to always keep a fire alight while camping. I would expect the GM to frame scenes that speak to those elements of the character. Such scenes may not be "dramatic" in the sense of "exciting" or "action filled". But they would still be "going where the action is" ie speaking to the dramatic needs of the PC, and engaging with the thematic framework I have put forward for my PC.
Drama is the story. The sum of the decisions, actions, events, reactions, and things that happen to and around the characters.
You've mentioned your cooking and campfire story before. To me it seems like something that doesn't really need to be addressed in the structure of the rules of the game. In the content of the fiction, yes, but again, I would put a lot of the onus on the player here. For example, a character in our campaign who loves cooking is trying new recipes on many of the monsters they kill. Setting out to gather whatever local ingredients they can forage, etc. That doesn't require a lot of input from me. Where I tend to come in is when NPCs are engaged in activities related to that, and recognizing that there is an interest in that. If they have a fetish about keeping the fire going, they'd make sure that not only is it well tended when they are awake, but that the others have supplies and proper instructions to keep the fire going. Such things would be clear in the actions that the PC is taking, and at times it would work its way into the campaign organically.
So yes, I'd engage, but because I'm reacting to the actions of the PC, not because a piece of paper in front of them says so. If they have a thing for cooking and fires listed on their character sheet, but it never comes up in their actions and interaction within the setting, then it's not something I'm going to press or focus on. Clearly it's not as important to them as their note states. An exception would be for a new player, who we're teaching to engage with their character. But I'd expect a character with those particular likes to, well, act like it. And when they're in town, they'll be talking with people that either share that, or provide ingredients, etc. And the party would comment on how they'd rather stay in the wilderness because they eat better than the lousy inn they've stopped at. It's just part of the flow of the game, it doesn't need to be tied to the rules, nor does it need to provide instructions to me about how to address it.