Crimson Longinus
Legend
I don't understand this, when you play a FITD game you generally know what you're getting into; and if you dont the player's best practices tell you. You should want to face cool obstacles that make sense in the fiction and push at your character's abilities and priorities! THat's like, the entire point - going into danger and seeing what happens. The game also tells players to advocate for what they want to see in the game, both writ large ("I'd like to see us engage with the tension around labor and strikebreaking") and small ("Im so very looking forward to having demons show up"). Your choice of playbook + abilities are also this.
But you also generally want the characters to succeed and not to die. Or maybe you don't, but this goes back to earlier discussion about goals in narrativist games.
And yes, the game tells you to advocate for such things, hence the writers' room.
Why bother with any rules then? Why not just roll a d20 and fiat everything?
That is indeed a super viable way to play. Even the die is optional.
The reason PBTA et al have these awesome rules is to align the overarching play of the game to the designer's artistic vision. Then you can clearly say "this is ag game about doing X" and expect that for 95% of people the game will be about doing X. There's always a small number who will ignore everything and do what they want, but as Baker says - you design for the people under your curve who follow what you write.
So I have nothing against that per se. I am not saying that rules are bad or anything like that. But to me it seems that to some people they become the thing itself, instead of just an aid, and they lose the focus of what RPGs are fundamentally about.