But also, the GM has to place a warhorse, at the end of a quest, which wasn't created by the paladin. That is, using the class mechanic makes something true in the gameworld that wasn't a result of the causal agency of the PC.Which is pretty much the same as the DM being obligated to react whenever a player of any class uses any class mechanic; the difference being this particular mechanic-and-reaction is both much more elaborate and (perhaps fortunately) much less common.
It's "story gaming" in the sense that the player gets to declare something true in the gameworld - namely, the existence of the warhorse - even though his/her PC didn't make it true via causal agency.This is the part that confuses me. I don't see any of this as "story gaming"; though I probably would if the player calling for the horse also designed and set the quest. Instead, I just see it as part of the game.
And yes, it is part of the game. That's [MENTION=22779]Hussar[/MENTION]'s point!