"These" games acknoweldge that Gm Force is a thing, and can be a decisive factor in a well run campaign, and provide rules for this.
The Gm may be adversarial in a "good" way, by the rules, without using Illusionism to calibrate encounters.
The Doom pool in Marvel Heroic.
Soft & Hard Moves in AW. Etc.
In "traditional" games and from a Player perspective: compare Classes in D&D and Careers in WFRP.
In both games You can play a pre-planned campaign where everyone at the table agrees to follow it to the very conclusion, but how does your character development is dealt with?
In D&D basically, whatever happens, you're going to be stuck in your class, maybe multiclassing, but in the end always a fighting machine.
In WFRP you can be an armored knight that suddenly decides having "Enough!" and become a pacifist Agitator, an Initiate of a Cult, and never unsheathe the sword again, and still continue to play meaningfully in the campaign.
In a recent WFRP campaign, on hiatus now, my PC was a young former Cadet, then Captain of a town watch in Marienburg, with a peculiar background that the Gm never cared/had time to use in play.
Long story short, we ended up fighting undead dark elves in a decades long forgotten and unseen Black Ark stuck somewhere on the bretonnian coast.
I failed and botched rolls after rolls, eventually acting under terror and switching-on the magical engines of the Ark in order to flee from a hoarde of undead former slaves of the dark elves.
We, the party, made it to escape, but the Ark is now sent offshore and we know it is heading towards Marienburg (think Amsterdam/Venice mash up), because reasons.
My PC, horrified and remorseful, indulged in drugs, some mud 'shrooms from a previous adventure, and failed (again) the resistance roll...
I started considering out loud the religious implications setting wise, from the POV of my Pc: Khaine is the god of dark elves continent, worshipped by humans assassins and the like in the Old World. Morr is the humanity god of death and proper funeral rites, and happens to be the brother of Khaine.
The next session my PC headed towards the coastal and only town around (from where we arrived after a ship travel), went straight to the cemetery, asked for the priest in charge, and with all his looming, shocked, appearance showed the priest two dark elvish blades from the Ark as proof and demanded being formally initiated to the cult of Morr to recover the will to get back on the Ark and try to stop its journey.
The Gm had no idea of my plan, but quickly asked for an Intimidation roll on my part. This time was a success. I spent some xp and entered the Initiate of Morr Career.
Gm: "Now everything changes for your PC"
Me: "The PC knows he's probably going to die trying to stop the Ark, anyway. But now he has overcome his terror of undeath magic."
We hired two small vessels with crews and are now in deep sea water...