Yora
Legend
The original idea was that it's up to the players if they want to spend more time exploring in areas with lesser threats where the rewards are smaller, or go ahead to blacker pastures where the monsters are meaner but have much greater rewards waiting for adventurers. And when the players encounter a threat, it is again up to them to decide if they want to charge in and be done with it, come up with some elaborate plan to tilt the scales in their favor, or rather back off and avoid engagement.
The GM wasn't supposed to decide what encounter the players would be facing, and how the encounters should play out. The GM was meant to be disinterested regarding the outcome of the players actions. How much that was practiced is written on another page, but it's how the rules are designed.
That's a completely different approach and very different game of the GM showing up with a story that has the scenes planned out and expects the players to figure out what they have to do to proceed to the next scene.
The GM wasn't supposed to decide what encounter the players would be facing, and how the encounters should play out. The GM was meant to be disinterested regarding the outcome of the players actions. How much that was practiced is written on another page, but it's how the rules are designed.
That's a completely different approach and very different game of the GM showing up with a story that has the scenes planned out and expects the players to figure out what they have to do to proceed to the next scene.