You make it sound like it was intentional, so as to mislead. I think that's not fair. It looks more to me like RedShirtNo5 took the listing from the d20 SRD verbatim, which does not contain your passage of context.
My error, then. Another case of mistaking the SRD for the whole rules, I suppose.
However, it seems strange to me that, having been given the additional material from the book, one wouldn't make use of it. RedShirtNo5 is correct that the SRD rules follow from the context material; he is wrong if assumes the context flows from the rules rather than the other way around.
I.e., in 0D&D through 3.5 D&D, context says what the rules describe, and then gives rules that are intended to be applied within that context. This is one good reason why, when a question arises, it is almost always better to go back to the book. The context is generally not part of the SRD!
There's nothing tacit about the "admission". From the time some of the rules details of 4e started to be announced I have stated frequently and forcefully that it's a very different game from either AD&D or 3E. If it wasn't, I'd have no interest in playing it.
You just took a huge jump in my estimation, Sir.
But when you say,
If you think that an encounter or scene based game makes forewarning or player choice impossible, I think you have a strange conception of such a game. In a by-the-book Forge-style encounter based game, it is entirely the choices of the players that drive the sequences of scenes/encounters. And given this, the forewarning is ample.
I would argue instead that this is a strange thing to be calling an encounter or scene based game (FORGE-speak aside). Or, at least, a game in which the salient field of action is the encounter, as you suggested. If player choices drive the sequence of scenes/encounters, I would argue that the salient field of action is the narrative (or the sequence of scenes/encounters, if you prefer), not the encounter.
This would make the game similar to, say, Cubicle 7's
Doctor Who RPG. Except, of course, that what one does in one encounter may well cause changes in subsequent encounters in that game, at least.
A game where the salient field of action is the encounter would contain a number of encounters, which the group may have a choice in the order they are played, but where the framework is so disconnected that there is nothing whatsoever to aid them in determining what choice should be made. The result is either a series of plotted encounters, or a series of essentially random encounters, which the PCs cannot alter prior to engagement in any way (either by their own preperation or by changing the circumstances of the encounter itself).
As written, a number of modules display this sort of frame, including some of the older modules -- even some which are sometimes considered "classics". I am sure, if you are familiar with early or current D&D, you can think of a few.
That can be fun in a fast-paced game, if that is what you are into, but on the whole I think a more robust framework makes for a better game. YMMV and all that.
RC