@EzekielRaiden ,
@hawkeyefan - I agree with everything you posted. Like I wrote before: there's nothing wrong with the DM limiting the choices presented to the player(s) in order to avoid unwanted outcomes. (Unwanted by the players, unwanted by the DM, or both.)
BUT some folks have been very vocal about the DM manipulating the fiction behind the scenes like this, and they might not appreciate these limitations. There's nothing wrong with that, either.
Well, my point was that there's nothing "behind the scenes" about this--nor particularly "manipulative."
I talked, at length, with my players about the kind of world I wanted to run, and the kind of world they wanted to play in. I shared my preferences, and they shared theirs. I did whatever I could to support whatever they brought to the table. Of course, it
helped that I know these folks personally, but even if we were strangers, I would have done much the same, just been a bit more cautious and making more allowance for unexpected responses.
If a player ever wishes to
truly take their character off the cliff, to pass the "moral event horizon," I would most certainly work with them. But there will be consequences for those actions, and one of those consequences would be that the PC would get an N appended to the front. I would--quite happily--coordinate with them on how to develop this new villainous NPC, check with them to see what that character's behavior would be, solicit feedback to make sure I was staying true to the concept, etc. But I would not continue to run the game for said character anymore.
I stated this, openly and explicitly, to my players--I don't run games for evil PCs. That's a
me problem, not a
them problem; I'm quite well aware that other people can run that sort of game and make it awesome. I don't believe I can. In Dungeon World terms, I would fail to "be a fan of the characters" if they went full, unrepentant evil. Both of those descriptors are essential: again, morally grey is great, and repentance/reluctance/"I tried so hard to find another way"/etc. is honestly almost better. But being "evil and loving it," as it were, just...isn't for me.
Beyond that, I'm not sure how one can be any more or less "manipulative" than a DM who, for example, portrays every opponent as an absolute rat bastard who would sell his grandmother for a quick buck, in a world where mercy is a mistake only idiotic simpletons make and heroism is a sucker's game you exploit ruthlessly. Whatever adjudications you make, you will incentivize some behavior and not other behavior. I choose--as I told my players--to run a world where darkness is very real, and very dangerous, but not oozing from every pore. A few enemies cannot be reasoned with, but most can, if you can get through to them (but what might that take?). A few problems truly can't be solved without violence, but most can...depending on what price you're willing to pay or how hard you're willing to work. A few creatures are simply too monstrous to truck with, but those are things like mindflayers and other obligatory-murder types. Etc. You want to help make the world a better place, you have to
choose to be better--and that can mean having to sacrifice a lot of what
you want in order to give someone
you don't really like the things
they want.