I think that was John Harper, not Baker.Someone just mentioned a 'steering wheel' and my natural reaction is "no steering at all!" That's where really interesting story emerges, where play 'in the zone' is. Nobody is steering, nobody knows where anything can go. Now, VB I believe, said to "drive it like a stolen car" but that may imply some control, though certainly players have some directional control.
But anyway, I agree. Play doesn't need to be steered. But it helps if there are clear procedures for what gets to say what next.
The last time I played a RPG where there weren't such clear procedures was Rolemaster. Gradually over time I worked out procedures, in the context of playing RM for years with a stable group. But the lack of procedures caused significant problems, as I've posted in this thread and elsewhere.
When I GM Burning Wheel, 4e D&D, Torchbearer and Prince Valiant there is constant dialogue between the GM and the players. But only in Torchbearer - which uses map-and-key resolution for parts of play - would the GM side of this conversation be guided by reference to a prepared map key.My perception of the term scene-framing are snapshots of a scene presented by the GM followed by a roleplaying resolution.
GM: Scene-frames
Table: Resolves
GM moves the story forward Scene-frames the next scene
Table: Resolves
...and so on
At least that is how I envision it when someone says they scene-frame.
The way I run a dungeon I would not describe it as scene-framing. There would be constant dialogue between GM and players as the PCs progressed through the dungeon building organically on the shared imagination with many of the elements within the fiction traditionally built on by the GM.