I'm sure this will vary considerably from one player and/or group to the next, but how do people handle cooperating with the plot?
What I mean by that is, how much do you try to figure out what the GM "wants" your characters to do and then try to do it? In a sense, this is a bit like asking, how much do you try to railroad your own character, but that sounded harsh. I'm not sure the way I put it in line one entirely does the question justice either, so I'll try to expand on it a bit.
Often times in a book, or movie, or what-have-you, something will happen "for the sake of the plot." This isn't necessarily a bad thing. For instance, Obi happened to find Luke in a canyon when he was be attacked by Sand People despite the fact that there wasn't much reason for him to be in the canyon, especially at that particular moment. This happened "for the sake of the plot," though someone I'm sure will be quick to mumble something about the Force despite that being a somewhat lame cover for lazy storytelling. Anyway, it's not a big deal especially since it's a fairly small detail that allows the larger, more important narrative of the story to move forward and whatever contrivance is used to justify it happening (or even with no justification being given) its probably fine.
So, in a role playing game, this sort of thing tends to happen too. Again, that's fine in and of itself, but in actual execution, I can't help be feel the need for there to be some justification inside the narrative. In other words, I'm fine with the GM presenting a character or a circumstance and doing something to make it clear how they expect the player characters should react to it. Not necessarily by saying "here's what you think about such and such" but more, "you get the general impression that..." possibly after a Cool or Vigilance roll or something. So far so good?
Here's where that becomes a bit of a stumbling block though: it seems to preclude lateral problem solving.
As an example: The GM says, "You need to recover the McGuffin from an Imperial guy in a place. That place is on a planet protected by a fleet of Imperial picket ships and an occupation force of stormtroopers. It doesn't look like you'll be able to make it to the surface (the red door). But you do know of a band of smugglers who could help (the red key) if you do this laundry list of chores for them." Instead of doing the laundry list, you decide to research the guy with the McGuffin, discover that he has a child enrolled in an academy off-planet, wait until they get let out for holiday, and ambush their transport enroute to the planet. You then arrange to ransom the child for the McGuffin, forcing the Imperial guy to meet you somewhere other than the planet (bypassing the key, door, and everything past it entirely). That's obviously not what the GM had planned, but it's just as sensible a thing for your character to do as the smuggler's laundry list. Arguably, it's just as interesting a story as going about it the other way and it's probably more interesting to you as the player because you're more invested an idea that you came up with. In other words, you're expressing more agency than you would have if you followed the GM's breadcrumbs. On the other hand, the GM may have put a lot of time into making the smugglers, their items of laundry, the planet, locations on it, and tied plot points critical to the advancement of their planned narrative into any of the aforementioned elements.
Is this good or bad or neither for the game? What's the accepted etiquette here? Other thoughts?