I'm more so against the notion that we should be aware of anything going on on the other side of things. For example: Assassins come after Ajani. Out of the blue, no foreshadowing, our game master didn't tip me (the player) off. Say Ajani survives - now that leaves both me and the character with a new, and interesting goal. It gets me thinking about the choices I had Ajani make in the past - which one led to this event? How did they find her? Who hired them and why? If I don't know any of these things, I don't risk metagaming, and it leaves an interesting mystery, crafted just for me, that I'll have to direct the character through. I -may- be missing your point entirely here, but I'm used to a very DnD-esque way of doing things, where I only know as much as the Dungeon Master tells me. Like you said though, we're just riffing on possibilities and ''what ifs'' and whatnot.