I know that this is part of a parallel conversation. But I thought I would take this opportunity to say that, as described, this does not seem to me to be very player-driven. It seems more like the example from the 3E DMG of the GM using the desire to have Mialee raised as the "lure" for the wererat quest.Eh. I don't really think there is much of a difference in practice. If a chracter is looking for their missing sister and it is then revealed that she was kidnapped by a mysterious cult, it doesn't much matter whetherThe GM came up with the idea of the cult before and then it occurred to them that the sister thing could be related to that, or whether the GM came up with the cult whilst thinking about the missing sister. If you integrate it well it will feel just as compelling regardless of which thought occurred in the GM's head first. I care much more about the end results than whether the GM arrived to those results by following the orthodox dogma.
Now, if the mysterious cult is something that comes out of or responds or plays upon a player-authored priority, that's a different matter. But at that point, it obviously does matter when and how the GM is coming up with the idea of linking the cult to the sister.
Is this you being disinterested and fair? Or mean-spirited?I am not saying that all games need to be as wishy-washy about their premises than D&D, but I also feel that some of these indie darling games (and their fans) are so narrow and dogmatic about the correct way to play them that to me it feels uncomfortably constraining.
In any event, Burning Wheel is no narrower in the sort of play it supports than 5e D&D.