I'm not talking about negative motivations. I'm talking about what happens if we don't allow the unwanted to be possible in play. If the GM is making all decisions and the unwanted is not allowed to happen, then the GM is just telling the players a story. If the player is making all decisions and the unwanted never happens, then they're just playing out a power fantasy.
The unwanted result being possible is essential to meaningful play. Considering you go on in other posts about the possibility of failure being important, it seems odd that you're disagreeing with me here.
Sure. First, no one is saying that every decision in play needs to be 100% informed. This appeal to real life simply doesn't work because there isn't one person creating all the factors that may affect the decision a person is making. That's not how life works... but it is how RPGs work.
So, given that authority on the part of the GM, in order to facilitate functional play... meaning play of a game where players make informed decisions that can affect the outcome... the GM needs to facilitate that information.
When the players lack information to make a truly informed decision... is it their fault in some way? Perhaps they failed to scout a location or similar. Or is it the fault of the GM in some way? They chose to have hidden information impact the decision or similar.
People also don't always consciously control their reactions to things... yet you advocate for players to remain in control of the character's emotional state at all times. But you advocate for players to remain in control of their characters and how they react at all times. But that's not how it works in the real world.
So yeah... hiding behind "that's not how it works in real life" doesn't ring true. People are really cherry picking what kind of real-world cause and effect they observe and what they don't.
Sure, this is true. And sometimes you do know. So the question is, if given the option between two equally plausible options, one that allows the player to make an informed decision and one that does not allow it... why would the GM select the one that doesn't allow an informed decision?