@Manbearcat could you perhaps elaborate what you think makes it so force-proof? I am not talking about forcing some specific outcome on any specific test, I'm talking about the overall trajectory of the game, and to me it seems rather obvious that the person who provides information, frames the scenes, sets the odds and decides the consequences has considerable power over it. And sure, if the GM pushes too hard, it becomes noticeable, here probably easier than in some other games. But heavy railroading is always noticeable.*
Oh, and speaking about framing, in that original haunted painting example, if I as a GM would have wanted a player to go investigate whether the painting is magical, I would have described the room in the same way. When you describe things it is pretty easy to get people focus their attention to what you want and even draw the conclusions you want. it is not 100% guaranteed, but especially if you know your players you can do it rather reliably.
*( And if some crazy mentalist genius could do it in manner that it is not noticeable at all, and I as player would feel that I have awesome agency,
I wouldn't care.)
I have a giant post worked up that will go over all the various factors that someone would use to evaluate how "Force-receptive" or "Force-enabling" or "Force-sensitive" a game might be. But, given what I've read of all of the exchanges since I saw this, I'm not going to post it yet. I don't feel like anything constructive will come from me just posting that. I may post it downstream, but I need you (and anyone else who disagree that this game, and those like it, are extremely adverse to Force) to demonstrate that you have a grasp of this first. The mis-parsing of information, the siloing of information (rather than integrating it holistically within all the other machinery), and a (really embarrassing to be honest) pronouncements like "I feel vindicated" (when absolutely nothing has been demonstrated) are unbelievably well-poisoning (and I've worked really hard to assume sincerity and good-faith engagement). They don't look like someone trying to understand so I need a demonstration of understanding (which is why I framed the question that compelled this response the way I did).
So, with that in mind...
If the following is true for the basic action resolution procedures, (a) what are the vectors for Force that you would use as a GM and (b) demonstrate to me how the players wouldn't (c) detect it and foil it:
1) The default arrangement of Action Rolls against/within obstacles, conflicts, and drama in play are premised upon the Risky Position and Standard Effect relationship; "You're acting under duress and taking a chance: You get what you sought." This is the standard disposition of a Scoundrel's life in Blades.
2) What is the arrangement of the player to all of this:
PLAYERS - Turtling is bad. Everything is risk and danger. Embrace that and jump headlong into it. Don't talk yourself out of fun and you have tons of means at your disposal to defy Consequences and Harm (negotiating Position and Effect and/or trading one for the other, Devil's Bargain, Push Yourself, get or give Assistance, lead or follow a Group Action, get or give Protect(ion), Set Up someone for success or vice versa, Flashbacks, spend Coin or Rep, sacrifice Gear, Resistance Rolls, use Armor, you get to pick the Action Roll). Build your character through play, act now-plan later, accept deadly harm, show off your character's bad decisions, accept the responsibility as co-author of the ongoing fiction for the reckless life you've all chosen (by playing the game at all). It a long shot, but if you scrap and scramble hard enough, you may throw off the yoke of oppression and climb the corrupt and brutal city's hierarchy.
GM - No one is in charge of the story. You're just having a conversation and following the rules. That will lead to one. Bring the deadly, corrupt, and haunted city to life. Present it honestly, be a fan of the characters (not a friend and not an enemy...the deck is already stacked against them), be curious and play to find out what happens, and follow the rules. Ask questions and use the answers. Think about the dangers inherent in what the scoundrels do. Risky is default. If success is snowballing, consider Controlled. If things are escalating out of control, its probably Desperate. Call the positions as you see them, but be open to revision. Always feel free to rewind/revise/reconsider as needed until everyone is on the same page. When assessing Effect, Standard is the default and then Assess Factors (Potency, Scale, Quality/Tier) to move up or down to Great or Limited. Follow the fiction, follow your principles, follow their lead, follow through with your set up moves, and follow the rules (Position: Effect relationship and any mitigating move a player makes when determining any Consequence when a PC suffers an effect from an enemy/obstacle).
3)
EVERYTHING is player-facing.
EVERYTHING. All procedures. All action resolution rolls. All of the conversation, the clarification, the negotiation, the resource deployment to reorient the danger/risk: reward relationship (which typically involves the players accepting some new risk on a different axis which could be diminishing their stores of resources which could cost them downstream or introducing new potential dangers/enemies/allies) before dice are rolled and after dice are rolled and fallout is tallied up. All of it is player-facing.
So, given that arrangement (and I'll reiterate my question here):
(a) What are the vectors for Force that you would use as a GM and (b) demonstrate to me how the players wouldn't (c) detect it and foil it?