Warbringer
Explorer
Y
Well, lets imagine what would happen in a game more like 4e where the focus is on story and not simulating a dangerous environment. In that game the PCs still have decisions to make and clearly when they make choices those will have consequences. If the PCs fail to gang up on targets and kill them then they'll have low hit points later on, right? If they fail to avoid traps, likewise they will have too few HS later. Its not like decisions mean nothing. There's no reason such a game can't make you 'earn' things either. It isn't like the game is scripted out on rails and the magic choochoo wisks you along to the end, that's not how it works. In fact if you study [MENTION=42582]pemerton[/MENTION]'s posts you'll quickly see that he doesn't script out ANYTHING ahead of time, he called it 'no myth', there's no specific story, the whole idea is to invent it as you go, so the players decide what sorts of things they want to do, either explicitly in some cases "we're entering the mausoleum" or implicitly in some cases "we stock up on silver tipped arrows and enter the Howling Forest". Depending on just how far you're dialing into player authority the players may even be making up the Mausoleum or the Howling Forest on the spot. You can be sure that Pemerton will have undead in the former and lycanthropes in the latter (or he may throw the party a twist if he wants, maybe the elf ranger hates orcs and he decides they've holed up in the Mausoleum, surprise!).
Oh trust me, reading these boards the last 6 months I've added far more author authority to my game, but I tend still to be more GM authority focused, like [MENTION=42582]pemerton[/MENTION].
I personally think the game benefits from shared narrative, and when the balance is struck it is neither pampering nor railroading, just damn good fun