AbdulAlhazred
Legend
In a Story Now game it is THE essential principle of the game that the 'desired direction' is established by the players, at least to the extent that it relates to the story of THEIR characters. Different SN games have different conceptions of the degree to which the milieu itself, or setting, are responsive to player input. Regardless, the focus of play will be on things that are signaled by the players. A GM can frame a scene, but if that scene is simply present because it was something said GM 'wanted to be in the game', or simply because 'that is the plot I created', then that's not Story Now! At least not how I conceive of it.Because I have no interest in such semantic quagmire.
Right. So in Story Now game the GM can direct the game in their desired direction but doing so is no force? Fine by me, I don't care to debate definition of force, as long as such lenient interpretation is consistently applied.
So, for instance, in Dungeon World, the GM asks questions. This is not an optional part of the game, it is stated plainly as a part of the function of the GM within the structure of play of DW. FROM THAT the GM frames scenes. These scenes can, and will, incorporate elements generated by the GM explicitly, dooms, other elements of fronts, npcs, etc. However they will serve specific purposes and a GM who starts out running a DW game and insists that the game is all about defending a castle from the undead is probably not doing it 'right'. If you read the rules, the game starts out BEFORE that sort of thing is established. The first part of the game is establishing the characters, their basic relationships (starting bonds), where they are located, and what is happening to them NOW. This happens in a session 0 in which the GM questions the players about what the world is like, what their characters are doing, who they are, etc.
You can see how this is entirely unlike 'traditional' RP such as what is offered by a game like 5e. While GM Force is certainly possible in a DW game, it is definitely not part of the 'correct' playing process. GM force in 5e OTOH is simply built into the game. It is expected, though largely unstated, that the GM will "write an adventure" and the PCs will run through it, and a campaign will consist of a bunch of these adventures, or perhaps a looser 'sandbox', which is similar but with less expectations of a linear structure. In either case the GM faces the question of how to shape the overall narrative to fit with the material at hand. It is certainly possible for them to choose to ask questions and take a Story Now type of approach. That isn't the default assumed process. In fact traditional play has a problem at its core, which is the whole reason threads like this exist, the RULES say "Roll Dice and Find Out What Happens." but the overall structure of "adventure module play" that is assumed requires that the "what happens" is "and then they go to the next location (or one of the next possible locations)."
Story Now resolves that paradox of traditional play. It can also be resolved by going down into the direction of 'Gygaxian Play' where the whole point is to just write up an all-encompassing description of the environment and test the player's ability to guide characters through it. In that style 'progressing through an adventure' is technically not relevant. Of course, once the GM prepares a bunch of material, then not using it is a waste, and even Gygax clearly OFTEN 'fudged' things (IE used force) to insure that the outcome involved exploration of a substantial fraction of the prepared material. B2 is of course a perfect example of this paradigm as a published module. I would call out the A series of 1e modules as an exemplar of the more modern 'story line' type of overall linear adventures. Both kinds can lead to GM force, though B2 certainly is less likely to evoke it, in general (you can always just make up new PCs and keep going, it is rather expected).