There was an interesting mini-debate in the Games With Hidden Information
Maybe the topic doesn't need its own thread, but maybe there is something useful to explore, so here it is.
My 2 cents:
I think it's worth it to distinguish between hidden information and
(though one may be a subset of the other)
. When you are dealing with a randomizer like the Rory Story Cubes, you're dealing with unknown information but not hidden information. Dealing with one vs the other creates a different state of mind in me as the player-- the feel is completely different. I'm guessing this is true for the vast majority.
Within the fiction, yes, you could treat the random results as some sort of hidden secret, but this does not change the way play feels. I'd venture to say that dealing with hidden information feels more like participating, while dealing with unknown random info feels more like creating.
Now, you could have a GM improvising secrets as they go. If you were cognizant of that, then the feel would be roughly the same as playing with a non-sentient randomizer. However, if you were never wise to that fact, the feeling would be completely different.