Lanefan
Victoria Rules
And yet it seems the GM can't have plans for the setting's future (e.g. "no matter where the PCs are at the time, Mt Eruptacano is going to blow on July 7th this year"), leaving it to the whims of fate and player decision whether the PCs happen to be anywhere near it at the time. If they are, it becomes a setting element they have to deal with; if they're not and come back later, they don't find the town they expected to be there but instead find a half-burned ash-covered mess. And if they're never in a position to notice anything other than a few particularly red-sky sunsets for a few days in July then it becomes a redundant (in their eyes) event.All that said, characters can and do have plans for their futures.
Outcomes for the characters, perhaps, and that's fine. What I simply don't grok (and maybe never will) is what seems like system-level opposition to pre-planned setting events that will happen anyway* and that may or may not directly or indirectly affect the PCs depending where they happen to be at the time. Or on a broader scale, the opposition to reminders that there's a bigger world out there beyond just what the PCs experience in the moment, and sometimes that bigger world comes knocking.But as in real life, you don't know that you're actually gonna get it, you have to take active steps now toward achieving that goal. But neither GM nor players have any predetermined outcomes planned in advance—or if they do in practice, it sticks out like a sore thumb.
* - unless the PCs somehow are able to - and want to - intervene. Unlikely they can stop the eruption of a volcano even if they get advance warning of it, but they might be able to stop the overthrow of a kingdom which will otherwise happen next November.