The OSR alternative to the adventure-path playstyle is to have a world that is as neutral and dispassionate as possible when it comes to the PCs, so that the GMs role is largely reactive, as there is not set “story” to pursue. This is the worlds without number approach. Terms like “story” or “story-before” or “backstory” are a bit unclear for me because I feel they don’t distinguish very much between the build a world and then react approach, on the one hand, and the here’s the plot that will be followed approach on the other. This is the tomb of horrors/dragon lance split that you reference above. Anyway, when running an OSR game I find my use of force is very meta: I think the players are getting bored so I present a challenge or skip to the next interesting scene, or we are in rl running out of time and I want the players to finish whatever they were working on. But its interesting because in that context at least, force will appear exactly as hard scene framing. I’m almost inclined to say scene framing beyond “you wake up and its raining today, what do you do” would be perceived as infringing on agency.
I like the term “story absent,” but again, there is a world to be built, so it’s unclear if that applies
I'm not convinced you're using Force here in your OSR play. You'd have to demonstrate further what you're talking about because it looks like you're conflating actual Force with hard scene framing, cut to the action where the gamestate is again in the balance (because the preceding gamestate has been won by the PCs through resource deployment so we're eliding it), etc. Neither of those are deployments of Force unless they
subordinate the system's say or a player's thematic, tactical, or strategic input in favor of GM preferred outcome.
If I'm running an RC Hexcrawl in the vein that I think you're depicting, Force violations of "the system's say" might be any of the following:
* ignoring a Wandering Monsters result.
* Not enforcing Encumbrance rules on a wilderness trek or in a dungeon (this is particularly bad if players have sunk assets into Porters as this is subordinating player strategic input as well as system's say).
* Changing Monster Reaction result to something more or less punishing than what came up.
Examples of Force subordinating player input (which you can exempt thematic, because the only thing that matters in such games would be tactical and strategic) would be:
* Improvising having a wave of monsters "spawn" and attack from an alternate position because the Fighter sorting out a great battlefield strategy and then taking advantage of a choke point to render an encounter moot. This subordinates the Fighter player's strategic planning and their tactical deployment of positioning and related melee control rules to my alternative outcome.
* Improvising an Antimagic Field or Anti-Divination block when a Wizard deploys a powerful Divination spell that will give them hugely advantageous recon for a coming conflict or immediate Hexploration. This subordinates the Wizard player's strategic input.
* Ruthlessly attacking the PC porters in order to make Encumbrance relevant after they decided to spend a lot of their earned Coin strategically (muting the impact of Encumbrance rules). This subordinates the players' strategic input.
If there is no way a Hex can threaten PCs because they've deployed contingency spells or resources to make it so, then cutting to the action of the next day when they arrive at the next Hex or ignoring the next x # of Exploration Turns (and attendant Wandering Monster clock ticks) and cutting to (say) Exploration Turn 12 (when the spell/resource is done) isn't Force. Its just eliding the non-game (because the PCs have already won that segment of play) and getting on with the game!