Here's my personal take : The GM needs a mandate and not blanket authority for play to be functional. Authority must come with responsibility.
Uncle Ben, is that you?
And as I mentioned in that thread, in practice I think this style of play works best not just with high trust of the DM, but when the gameplay involves a degree of collaboration and conversation, the kind advocated for in storygames. The difference I think is that storygames are skeptical that that style of high trust play is possible without specific mechanics that constrain the gm and empower players. But both story games and fkr are skeptical that complicated, extensive rulesets (e.g. pathfinder, prussian wargames) can enable emergent play and/or be truly managed without becoming a headache for most people.
While reading this and a few other posts, such as Ovinomancer's post in response to yours, a thought occurred to me in regards to storygames. In some regards this whole rulings and rules as well as this whole FKR vs. Story Game traditions feels a bit like of an odd dichotomy or point of contrast.
Apocalypse World, for example, came out of D. Vincent Baker designing (and then co-designing) a system with his wife Megan's preference for freeform RP in mind. Furthermore, it was designed, in part, in response to a common practice in the 3e era when people were engaging skill rolls first (e.g., "I roll for Perception!") rather than engaging the fiction first.
The rules for GMs in Apocalypse World are largely about when and how to make "rulings": making judgment calls about when player actions in the fiction "trigger" moves or deciding what is an appropriate soft or hard move for player rolls. (There are also "soft rules" in the game in the form of game guidelines and principles, which are meant to assist in rulings and facilitating play.)
Sometimes I see advocates of more crunchy editions/games remind people that dnd grew out of tactical wargames. While true, it's also interesting that such wargames have a long history of those who wanted more extensive and codified rulesets and those who reacted against that and wanted more gm arbitration to make the game go fastser.
PbtA constrains the GM/MC, but at the same time, the game feels lighter and quicker than D&D: e.g., "to do it, do it." The rules are robust, but at the same time there are far less rules in the way when compared to most editions of D&D. Should we be praising PbtA games for being closer adherents of FKR with an Umpire and a light system than D&D is?
Honestly,
dare I say it, but could the "fiction first" principle that is nearly ubiquitous and highly emphasized in "story games" (e.g., PbtA, FitD, Fate, Cortex, etc.) may be more in spirit with FKR than D&D is?
The comparison with story games is just sort of a thought I had while reading/listening through some of the discussions around FKR. I think particularly interesting for me is this discussion starting at 39:22
(apologies if you are not a fan of Magpie games at the moment)
Not to discredit the fine people at Magpie and their grasp of games, but watching this video when it released, I remember wishing that Ben MIlton had brought in some of the "storygame" heavy weights (e.g., Vincent Baker, John Harper, Luke Crane, etc.) for this discussion. I would have been more interested in their thoughts, especially since several of them also have a solid grasp of OSR as well with games like Luke Crane's
Torchbearer or John Harper's
World of Dungeons.
Also, I find the entire argument that undergrids the high trust arguments to be essentially attempts to shame people so that they don't disagree, because the counter almost universally applied is to be sorry that the respondent doesn't trust their GM.
The accusation you mention here is sometimes veiled and sometimes not, but it does crop up quite often in these discussions. I do think that it's telling that some of the people who shame/gaslight people with the accusation of not trusting their GM then seem to explicitly showcase a lack of trust in their players. I'm skeptical if that's pure coincidence.
I will say that my own preferences formed not necessarily as a result of "bad GMs" in high trust games, but, rather, from seeing "good GMs" operate in games with alternative GM/player structures. They consequently formed as someone who game mastered "high trust games," and then found myself enjoying running as a GM these very same alternate GM/player structured games.